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RenderPass: Fix usage in context of WebGLDeferredRenderer

Mugen87 6 年之前
父节点
当前提交
9cd7665c2c
共有 1 个文件被更改,包括 3 次插入1 次删除
  1. 3 1
      examples/js/postprocessing/RenderPass.js

+ 3 - 1
examples/js/postprocessing/RenderPass.js

@@ -49,7 +49,9 @@ THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype
 		}
 		}
 
 
 		renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
 		renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
-		if ( this.clear ) renderer.clear();
+
+		// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
+		if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
 		renderer.render( this.scene, this.camera );
 		renderer.render( this.scene, this.camera );
 
 
 		if ( this.clearColor ) {
 		if ( this.clearColor ) {