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fix bug with THREE.LinearToneMapping being defined the same as THREE.NoToneMapping

Ben Houston 9 年之前
父节点
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9349fc3893
共有 2 个文件被更改,包括 5 次插入4 次删除
  1. 4 4
      src/Three.js
  2. 1 0
      src/renderers/WebGLRenderer.js

+ 4 - 4
src/Three.js

@@ -211,10 +211,10 @@ THREE.AddOperation = 2;
 
 
 // Tone Mapping modes
 // Tone Mapping modes
 
 
-THREE.NoToneMapping = 0; // do not even apply exposure.
-THREE.LinearToneMapping = 0; // only apply exposure.
-THREE.ReinhardToneMapping = 1;
-THREE.Uncharted2ToneMapping = 2;
+THREE.NoToneMapping = 0; // do not do any tone mapping, not even exposure (required for special purpose passes.)
+THREE.LinearToneMapping = 1; // only apply exposure.
+THREE.ReinhardToneMapping = 2;
+THREE.Uncharted2ToneMapping = 3;
 
 
 // Mapping modes
 // Mapping modes
 
 

+ 1 - 0
src/renderers/WebGLRenderer.js

@@ -1706,6 +1706,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 			if ( p_uniforms.toneMappingExposure !== undefined ) {
 			if ( p_uniforms.toneMappingExposure !== undefined ) {
 
 
 				_gl.uniform1f( p_uniforms.toneMappingExposure, _this.toneMappingExposure );
 				_gl.uniform1f( p_uniforms.toneMappingExposure, _this.toneMappingExposure );
+
 			}
 			}
 
 
 			if ( p_uniforms.toneMappingWhitePoint !== undefined ) {
 			if ( p_uniforms.toneMappingWhitePoint !== undefined ) {