2
0
Michael Herzog 1 жил өмнө
parent
commit
92390099a7

+ 2 - 13
examples/jsm/renderers/common/RenderContexts.js

@@ -21,19 +21,8 @@ class RenderContexts {
 
 		} else {
 
-			let format, count;
-
-			if ( renderTarget.isWebGLMultipleRenderTargets ) {
-
-				format = renderTarget.texture[ 0 ].format;
-				count = renderTarget.texture.length;
-
-			} else {
-
-				format = renderTarget.texture.format;
-				count = 1;
-
-			}
+			const format = renderTarget.texture.format;
+			const count = renderTarget.count;
 
 			attachmentState = `${ count }:${ format }:${ renderTarget.samples }:${ renderTarget.depthBuffer }:${ renderTarget.stencilBuffer }`;
 

+ 2 - 13
examples/jsm/renderers/common/Textures.js

@@ -23,19 +23,8 @@ class Textures extends DataMap {
 		const sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
 		const depthTextureMips = renderTargetData.depthTextureMips || ( renderTargetData.depthTextureMips = {} );
 
-		let texture, textures;
-
-		if ( renderTarget.isWebGLMultipleRenderTargets ) {
-
-			textures = renderTarget.texture;
-			texture = renderTarget.texture[ 0 ];
-
-		} else {
-
-			textures = [ renderTarget.texture ];
-			texture = renderTarget.texture;
-
-		}
+		const texture = renderTarget.texture;
+		const textures = renderTarget.textures;
 
 		const size = this.getSize( texture );
 

+ 1 - 1
examples/webgl2_multisampled_renderbuffers.html

@@ -28,7 +28,7 @@
 
 		<div id="info">
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Multisampled Renderbuffers<br />
-			Left: WebGLRenderTarget, Right: WebGLMultisampleRenderTarget.
+			Left: WebGLRenderTarget, Right: WebGLRenderTarget (multisampled).
 		</div>
 		<div id="container">
 		</div>

+ 5 - 6
examples/webgpu_multiple_rendertargets.html

@@ -121,17 +121,16 @@
 
 				// Create a multi render target with Float buffers
 
-				renderTarget = new THREE.WebGLMultipleRenderTargets(
+				renderTarget = new THREE.RenderTarget(
 					window.innerWidth * window.devicePixelRatio,
 					window.innerHeight * window.devicePixelRatio,
-					2,
-					{ minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
+					{ count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
 				);
 
 				// Name our G-Buffer attachments for debugging
 
-				renderTarget.texture[ 0 ].name = 'diffuse';
-				renderTarget.texture[ 1 ].name = 'normal';
+				renderTarget.textures[ 0 ].name = 'diffuse';
+				renderTarget.textures[ 1 ].name = 'normal';
 
 				// Scene setup
 
@@ -157,7 +156,7 @@
 
 				// PostProcessing setup
 
-				quadMesh = new QuadMesh( new ReadGBufferMaterial( renderTarget.texture[ 0 ], renderTarget.texture[ 1 ] ) );
+				quadMesh = new QuadMesh( new ReadGBufferMaterial( renderTarget.textures[ 0 ], renderTarget.textures[ 1 ] ) );
 
 				// Controls