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@@ -1717,7 +1717,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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} else if ( material instanceof THREE.PointsMaterial ) {
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- refreshUniformsParticle( m_uniforms, material );
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+ refreshUniformsPoints( m_uniforms, material );
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} else if ( material instanceof THREE.MeshPhongMaterial ) {
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@@ -1865,7 +1865,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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- function refreshUniformsParticle ( uniforms, material ) {
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+ function refreshUniformsPoints ( uniforms, material ) {
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uniforms.psColor.value = material.color;
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uniforms.opacity.value = material.opacity;
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@@ -2230,11 +2230,11 @@ THREE.WebGLRenderer = function ( parameters ) {
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// TODO: Optimize this.
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for( var propertyName in uniform.properties ) {
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-
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+
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var property = uniform.properties[ propertyName ];
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var locationProperty = location[ propertyName ];
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var valueProperty = value[ propertyName ];
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-
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+
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switch( property.type ) {
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case 'f':
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_gl.uniform1f( locationProperty, valueProperty );
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@@ -2263,11 +2263,11 @@ THREE.WebGLRenderer = function ( parameters ) {
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for( var i = 0; i < value.length; i ++ ) {
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for( var propertyName in uniform.properties ) {
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-
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+
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var property = uniform.properties[ propertyName ];
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var locationProperty = location[ i ][ propertyName ];
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var valueProperty = value[i][ propertyName ];
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-
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+
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switch( property.type ) {
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case 'f':
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_gl.uniform1f( locationProperty, valueProperty );
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@@ -2289,7 +2289,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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}
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-
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+
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break;
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case 'iv1':
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@@ -2577,7 +2577,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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var lightUniforms = light.__webglUniforms;
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- zlights.directional.push( lightUniforms );
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+ zlights.directional.push( lightUniforms );
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if ( ! light.visible ) {
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lightUniforms.color.setRGB( 0, 0, 0 );
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@@ -2603,7 +2603,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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var lightUniforms = light.__webglUniforms;
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- zlights.point.push( lightUniforms );
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+ zlights.point.push( lightUniforms );
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if ( ! light.visible ) {
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lightUniforms.color.setRGB( 0, 0, 0 );
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@@ -2631,7 +2631,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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var lightUniforms = light.__webglUniforms;
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- zlights.spot.push( lightUniforms );
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+ zlights.spot.push( lightUniforms );
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if ( ! light.visible ) {
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lightUniforms.color.setRGB( 0, 0, 0 );
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@@ -2664,7 +2664,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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var lightUniforms = light.__webglUniforms;
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- zlights.hemi.push( lightUniforms );
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+ zlights.hemi.push( lightUniforms );
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if ( ! light.visible ) {
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lightUniforms.skyColor.setRGB( 0, 0, 0 );
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