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@@ -5313,7 +5313,7 @@
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return this;
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},
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- removeAll: function removeAll() {
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+ clear: function clear() {
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for (var i = 0; i < this.children.length; i++) {
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var object = this.children[i];
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object.parent = null;
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@@ -9496,7 +9496,15 @@
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mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
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format = format !== undefined ? format : RGBFormat;
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Texture.call(this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
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- this.flipY = false;
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+ this.flipY = false; // Why CubeTexture._needsFlipEnvMap is necessary:
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+ //
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+ // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
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+ // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
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+ // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
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+ // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
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+ // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)
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+ // when using WebGLCubeRenderTarget.texture as a cube texture.
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+
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this._needsFlipEnvMap = true;
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}
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@@ -11714,7 +11722,7 @@
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wireframeAttributes.delete(buffergeometry);
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}
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- bindingStates.releaseStatesOfGeometry(geometry);
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+ bindingStates.releaseStatesOfGeometry(buffergeometry);
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if (geometry.isInstancedBufferGeometry === true) {
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delete geometry._maxInstanceCount;
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