Browse Source

Remove multiviewEnabled on renderer

Fernando Serrano 6 years ago
parent
commit
96f46dfeb2
2 changed files with 7 additions and 8 deletions
  1. 3 4
      src/renderers/WebGLRenderer.js
  2. 4 4
      src/renderers/webgl/WebGLProgram.js

+ 3 - 4
src/renderers/WebGLRenderer.js

@@ -316,7 +316,6 @@ function WebGLRenderer( parameters ) {
 	this.vr = vr;
 	this.vr = vr;
 
 
 	var multiview = this.multiview = new WebGLMultiview(_multiviewRequested, _gl, _canvas, extensions, capabilities );
 	var multiview = this.multiview = new WebGLMultiview(_multiviewRequested, _gl, _canvas, extensions, capabilities );
-	var multiviewEnabled = this.multiviewEnabled = multiview.isEnabled();
 
 
 	// shadow map
 	// shadow map
 
 
@@ -1368,7 +1367,7 @@ function WebGLRenderer( parameters ) {
 
 
 	function renderObjects( renderList, scene, camera, overrideMaterial ) {
 	function renderObjects( renderList, scene, camera, overrideMaterial ) {
 
 
-		if ( multiviewEnabled ) {
+		if ( multiview.isEnabled() ) {
 
 
 			multiview.bindMultiviewFrameBuffer( camera );
 			multiview.bindMultiviewFrameBuffer( camera );
 
 
@@ -1744,7 +1743,7 @@ function WebGLRenderer( parameters ) {
 
 
 		if ( refreshProgram || _currentCamera !== camera ) {
 		if ( refreshProgram || _currentCamera !== camera ) {
 
 
-			if ( multiviewEnabled ) {
+			if ( multiview.isEnabled() ) {
 
 
 				if ( false && vr.isPresenting() ) {
 				if ( false && vr.isPresenting() ) {
 
 
@@ -1809,7 +1808,7 @@ function WebGLRenderer( parameters ) {
 				material.isShaderMaterial ||
 				material.isShaderMaterial ||
 				material.skinning ) {
 				material.skinning ) {
 
 
-				if ( multiviewEnabled ) {
+				if ( multiview.isEnabled() ) {
 
 
 					if ( vr.isPresenting() ) {
 					if ( vr.isPresenting() ) {
 
 

+ 4 - 4
src/renderers/webgl/WebGLProgram.js

@@ -430,7 +430,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
 			'uniform mat4 modelMatrix;',
 			'uniform mat4 modelMatrix;',
 			'uniform vec3 cameraPosition;',
 			'uniform vec3 cameraPosition;',
 
 
-			renderer.multiviewEnabled ? [
+			renderer.multiview.isEnabled() ? [
 				'uniform mat4 modelViewMatrix;',
 				'uniform mat4 modelViewMatrix;',
 				'uniform mat3 normalMatrix;',
 				'uniform mat3 normalMatrix;',
 				'uniform mat4 viewMatrices[2];',
 				'uniform mat4 viewMatrices[2];',
@@ -566,7 +566,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
 
 
 			'uniform vec3 cameraPosition;',
 			'uniform vec3 cameraPosition;',
 
 
-			renderer.multiviewEnabled ? [
+			renderer.multiview.isEnabled() ? [
 
 
 				'uniform mat4 viewMatrices[2];',
 				'uniform mat4 viewMatrices[2];',
 				'#define viewMatrix viewMatrices[VIEW_ID]'
 				'#define viewMatrix viewMatrices[VIEW_ID]'
@@ -627,7 +627,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
 		prefixVertex = [
 		prefixVertex = [
 			'#version 300 es\n',
 			'#version 300 es\n',
 
 
-			renderer.multiviewEnabled ? [
+			renderer.multiview.isEnabled() ? [
 
 
 				'#extension GL_OVR_multiview2 : require',
 				'#extension GL_OVR_multiview2 : require',
 				'layout(num_views = 2) in;',
 				'layout(num_views = 2) in;',
@@ -642,7 +642,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
 
 
 		prefixFragment = [
 		prefixFragment = [
 			'#version 300 es\n',
 			'#version 300 es\n',
-			renderer.multiviewEnabled ? [
+			renderer.multiview.isEnabled() ? [
 
 
 				'#extension GL_OVR_multiview2 : require',
 				'#extension GL_OVR_multiview2 : require',
 				'#define VIEW_ID gl_ViewID_OVR'
 				'#define VIEW_ID gl_ViewID_OVR'