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Updated builds.

Mr.doob 10 năm trước cách đây
mục cha
commit
a48f24579a
2 tập tin đã thay đổi với 2 bổ sung2 xóa
  1. 1 1
      build/three.js
  2. 1 1
      build/three.min.js

+ 1 - 1
build/three.js

@@ -24521,7 +24521,7 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
 			flatShading: material.shading === THREE.FlatShading,
 
 			sizeAttenuation: material.sizeAttenuation,
-			logarithmicDepthBuffer: renderer.logarithmicDepthBuffer,
+			logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
 
 			skinning: material.skinning,
 			maxBones: maxBones,

+ 1 - 1
build/three.min.js

@@ -606,7 +606,7 @@ this.id=c++;this.code=e;this.usedTimes=1;this.program=w;this.vertexShader=l;this
 THREE.WebGLPrograms=function(a,b){var c=[],d={MeshDepthMaterial:"depth",MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",PointsMaterial:"points"},e="precision supportsVertexTextures map envMap envMapMode lightMap aoMap emissiveMap bumpMap normalMap specularMap alphaMap combine vertexColors fog useFog fogExp flatShading sizeAttenuation logarithmicDepthBuffer skinning maxBones useVertexTexture morphTargets morphNormals maxMorphTargets maxMorphNormals maxDirLights maxPointLights maxSpotLights maxHemiLights maxShadows shadowMapEnabled shadowMapType shadowMapDebug alphaTest metal doubleSided flipSided".split(" ");this.getParameters=
 function(c,e,h,k){for(var l,n,p,m,q=d[c.type],t=m=p=n=l=0,r=e.length;t<r;t++){var u=e[t];u.onlyShadow||!1===u.visible||(u instanceof THREE.DirectionalLight&&l++,u instanceof THREE.PointLight&&n++,u instanceof THREE.SpotLight&&p++,u instanceof THREE.HemisphereLight&&m++)}r=t=0;for(u=e.length;r<u;r++){var w=e[r];w.castShadow&&(w instanceof THREE.SpotLight&&t++,w instanceof THREE.DirectionalLight&&t++)}e=t;b.floatVertexTextures&&k&&k.skeleton&&k.skeleton.useVertexTexture?t=1024:(t=Math.floor((b.maxVertexUniforms-
 20)/4),void 0!==k&&k instanceof THREE.SkinnedMesh&&(t=Math.min(k.skeleton.bones.length,t),t<k.skeleton.bones.length&&console.warn("WebGLRenderer: too many bones - "+k.skeleton.bones.length+", this GPU supports just "+t+" (try OpenGL instead of ANGLE)")));r=a.getPrecision();null!==c.precision&&(r=b.getMaxPrecision(c.precision),r!==c.precision&&console.warn("THREE.WebGLRenderer.initMaterial:",c.precision,"not supported, using",r,"instead."));return{shaderID:q,precision:r,supportsVertexTextures:b.vertexTextures,
-map:!!c.map,envMap:!!c.envMap,envMapMode:c.envMap&&c.envMap.mapping,lightMap:!!c.lightMap,aoMap:!!c.aoMap,emissiveMap:!!c.emissiveMap,bumpMap:!!c.bumpMap,normalMap:!!c.normalMap,displacementMap:!!c.displacementMap,specularMap:!!c.specularMap,alphaMap:!!c.alphaMap,combine:c.combine,vertexColors:c.vertexColors,fog:h,useFog:c.fog,fogExp:h instanceof THREE.FogExp2,flatShading:c.shading===THREE.FlatShading,sizeAttenuation:c.sizeAttenuation,logarithmicDepthBuffer:a.logarithmicDepthBuffer,skinning:c.skinning,
+map:!!c.map,envMap:!!c.envMap,envMapMode:c.envMap&&c.envMap.mapping,lightMap:!!c.lightMap,aoMap:!!c.aoMap,emissiveMap:!!c.emissiveMap,bumpMap:!!c.bumpMap,normalMap:!!c.normalMap,displacementMap:!!c.displacementMap,specularMap:!!c.specularMap,alphaMap:!!c.alphaMap,combine:c.combine,vertexColors:c.vertexColors,fog:h,useFog:c.fog,fogExp:h instanceof THREE.FogExp2,flatShading:c.shading===THREE.FlatShading,sizeAttenuation:c.sizeAttenuation,logarithmicDepthBuffer:b.logarithmicDepthBuffer,skinning:c.skinning,
 maxBones:t,useVertexTexture:b.floatVertexTextures&&k&&k.skeleton&&k.skeleton.useVertexTexture,morphTargets:c.morphTargets,morphNormals:c.morphNormals,maxMorphTargets:a.maxMorphTargets,maxMorphNormals:a.maxMorphNormals,maxDirLights:l,maxPointLights:n,maxSpotLights:p,maxHemiLights:m,maxShadows:e,shadowMapEnabled:a.shadowMap.enabled&&k.receiveShadow&&0<e,shadowMapType:a.shadowMap.type,shadowMapDebug:a.shadowMap.debug,alphaTest:c.alphaTest,metal:c.metal,doubleSided:c.side===THREE.DoubleSide,flipSided:c.side===
 THREE.BackSide}};this.getProgramCode=function(a,b){var c=[];b.shaderID?c.push(b.shaderID):(c.push(a.fragmentShader),c.push(a.vertexShader));if(void 0!==a.defines)for(var d in a.defines)c.push(d),c.push(a.defines[d]);for(d=0;d<e.length;d++){var l=e[d];c.push(l);c.push(b[l])}return c.join()};this.acquireProgram=function(b,d,e){for(var k,l=0,n=c.length;l<n;l++){var p=c[l];if(p.code===e){k=p;++k.usedTimes;break}}void 0===k&&(k=new THREE.WebGLProgram(a,e,b,d),c.push(k));return k};this.releaseProgram=function(a){if(0===
 --a.usedTimes){var b=c.indexOf(a);c[b]=c[c.length-1];c.pop();a.destroy()}};this.programs=c};THREE.WebGLProperties=function(){var a={};this.get=function(b){b=b.uuid;var c=a[b];void 0===c&&(c={},a[b]=c);return c};this.delete=function(b){delete a[b.uuid]};this.clear=function(){a={}}};