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Remove multiviewEnabled on renderer

Fernando Serrano 6 years ago
parent
commit
9c7a8ba0d0
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

@@ -319,7 +319,6 @@ 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
 
 
@@ -1371,7 +1370,7 @@ 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 );
 
 
@@ -1747,7 +1746,7 @@ function WebGLRenderer( parameters ) {
 
 
 		if ( refreshProgram || _currentCamera !== camera ) {
 		if ( refreshProgram || _currentCamera !== camera ) {
 
 
-			if ( multiviewEnabled ) {
+			if ( multiview.isEnabled() ) {
 
 
 				if ( false && vr.isPresenting() ) {
 				if ( false && vr.isPresenting() ) {
 
 
@@ -1812,7 +1811,7 @@ 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

@@ -413,7 +413,7 @@ 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];',
@@ -542,7 +542,7 @@ 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]'
@@ -603,7 +603,7 @@ 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;',
@@ -618,7 +618,7 @@ 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'