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@@ -171,8 +171,8 @@ THREE.WebGLRenderer = function ( parameters ) {
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ambient: [ 0, 0, 0 ],
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ambient: [ 0, 0, 0 ],
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directional: { length: 0, colors:[], positions: [] },
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directional: { length: 0, colors:[], positions: [] },
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- point: { length: 0, colors: [], positions: [], distances: [], decayExponents: [] },
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- spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decayExponents: [] },
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+ point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
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+ spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
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hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
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hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
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};
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};
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@@ -3464,7 +3464,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
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for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
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- var webglObject = webglObjects[i];
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+ var webglObject = webglObjects[ i ];
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unrollBufferMaterial( webglObject );
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unrollBufferMaterial( webglObject );
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@@ -4776,7 +4776,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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uniforms.pointLightColor.value = lights.point.colors;
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uniforms.pointLightColor.value = lights.point.colors;
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uniforms.pointLightPosition.value = lights.point.positions;
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uniforms.pointLightPosition.value = lights.point.positions;
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uniforms.pointLightDistance.value = lights.point.distances;
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uniforms.pointLightDistance.value = lights.point.distances;
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- uniforms.pointLightDecayExponent.value = lights.point.decayExponents;
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+ uniforms.pointLightDecay.value = lights.point.decays;
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uniforms.spotLightColor.value = lights.spot.colors;
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uniforms.spotLightColor.value = lights.spot.colors;
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uniforms.spotLightPosition.value = lights.spot.positions;
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uniforms.spotLightPosition.value = lights.spot.positions;
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@@ -4784,7 +4784,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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uniforms.spotLightDirection.value = lights.spot.directions;
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uniforms.spotLightDirection.value = lights.spot.directions;
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uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
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uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
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uniforms.spotLightExponent.value = lights.spot.exponents;
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uniforms.spotLightExponent.value = lights.spot.exponents;
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- uniforms.spotLightDecayExponent.value = lights.spot.decayExponents;
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+ uniforms.spotLightDecay.value = lights.spot.decays;
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uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
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uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
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uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
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uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
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@@ -4804,7 +4804,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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uniforms.pointLightColor.needsUpdate = boolean;
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uniforms.pointLightColor.needsUpdate = boolean;
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uniforms.pointLightPosition.needsUpdate = boolean;
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uniforms.pointLightPosition.needsUpdate = boolean;
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uniforms.pointLightDistance.needsUpdate = boolean;
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uniforms.pointLightDistance.needsUpdate = boolean;
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- uniforms.pointLightDecayExponent.needsUpdate = boolean;
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+ uniforms.pointLightDecay.needsUpdate = boolean;
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uniforms.spotLightColor.needsUpdate = boolean;
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uniforms.spotLightColor.needsUpdate = boolean;
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uniforms.spotLightPosition.needsUpdate = boolean;
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uniforms.spotLightPosition.needsUpdate = boolean;
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@@ -4812,7 +4812,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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uniforms.spotLightDirection.needsUpdate = boolean;
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uniforms.spotLightDirection.needsUpdate = boolean;
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uniforms.spotLightAngleCos.needsUpdate = boolean;
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uniforms.spotLightAngleCos.needsUpdate = boolean;
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uniforms.spotLightExponent.needsUpdate = boolean;
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uniforms.spotLightExponent.needsUpdate = boolean;
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- uniforms.spotLightDecayExponent.needsUpdate = boolean;
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+ uniforms.spotLightDecay.needsUpdate = boolean;
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uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
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uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
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uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
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uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
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@@ -5260,7 +5260,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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pointColors = zlights.point.colors,
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pointColors = zlights.point.colors,
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pointPositions = zlights.point.positions,
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pointPositions = zlights.point.positions,
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pointDistances = zlights.point.distances,
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pointDistances = zlights.point.distances,
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- pointDecayExponents = zlights.point.decayExponents,
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+ pointDecays = zlights.point.decays,
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spotColors = zlights.spot.colors,
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spotColors = zlights.spot.colors,
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spotPositions = zlights.spot.positions,
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spotPositions = zlights.spot.positions,
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@@ -5268,7 +5268,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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spotDirections = zlights.spot.directions,
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spotDirections = zlights.spot.directions,
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spotAnglesCos = zlights.spot.anglesCos,
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spotAnglesCos = zlights.spot.anglesCos,
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spotExponents = zlights.spot.exponents,
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spotExponents = zlights.spot.exponents,
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- spotDecayExponents = zlights.spot.decayExponents,
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+ spotDecays = zlights.spot.decays,
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hemiSkyColors = zlights.hemi.skyColors,
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hemiSkyColors = zlights.hemi.skyColors,
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hemiGroundColors = zlights.hemi.groundColors,
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hemiGroundColors = zlights.hemi.groundColors,
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@@ -5370,9 +5370,9 @@ THREE.WebGLRenderer = function ( parameters ) {
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pointPositions[ pointOffset + 1 ] = _vector3.y;
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pointPositions[ pointOffset + 1 ] = _vector3.y;
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pointPositions[ pointOffset + 2 ] = _vector3.z;
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pointPositions[ pointOffset + 2 ] = _vector3.z;
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- // distance is 0 if decayExponent is 0, because there is no attenuation at all.
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+ // distance is 0 if decay is 0, because there is no attenuation at all.
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pointDistances[ pointLength ] = distance;
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pointDistances[ pointLength ] = distance;
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- pointDecayExponents[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decayExponent;
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+ pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
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pointLength += 1;
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pointLength += 1;
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@@ -5412,7 +5412,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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spotAnglesCos[ spotLength ] = Math.cos( light.angle );
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spotAnglesCos[ spotLength ] = Math.cos( light.angle );
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spotExponents[ spotLength ] = light.exponent;
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spotExponents[ spotLength ] = light.exponent;
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- spotDecayExponents[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decayExponent;
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+ spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
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spotLength += 1;
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spotLength += 1;
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