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@@ -9,19 +9,14 @@ import { CubeTexture } from '../textures/CubeTexture.js';
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class WebGLCubeRenderTarget extends WebGLRenderTarget {
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- constructor( size, options, dummy ) {
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-
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- if ( Number.isInteger( options ) ) {
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-
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- console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
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-
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- options = dummy;
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-
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- }
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+ constructor( size, options = {} ) {
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super( size, size, options );
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- options = options || {};
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+ const image = { width: size, height: size, depth: 1 };
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+ const images = [ image, image, image, image, image, image ];
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+
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+ this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
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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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@@ -31,10 +26,6 @@ class WebGLCubeRenderTarget extends WebGLRenderTarget {
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// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
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// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
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- const image = { width: size, height: size, depth: 1 };
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- const images = [ image, image, image, image, image, image ];
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-
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- this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
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this.texture.isRenderTargetTexture = true;
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this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
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