فهرست منبع

Small improvements in postprocessing example.

Alternating convolution pass textures aspect ratio and using linear magnification filtering leads to less artefacts.
alteredq 15 سال پیش
والد
کامیت
d50863908c
1فایلهای تغییر یافته به همراه4 افزوده شده و 2 حذف شده
  1. 4 2
      examples/postprocessing.html

+ 4 - 2
examples/postprocessing.html

@@ -250,8 +250,8 @@
 				sceneRTT.addLight( directionalLight );
 
                 rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
-                rtTexture2 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
-                rtTexture3 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
+                rtTexture2 = new THREE.RenderTarget( 256, 512, { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter } );
+                rtTexture3 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter } );
 
                 materialColor = new THREE.MeshShaderMaterial( {
 
@@ -460,6 +460,8 @@
 				materialScreen.uniforms.opacity.value = 1.0;
 				renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
 
+				// Render final scene to the screen with film shader
+
 				materialFilm.uniforms.tDiffuse.texture = rtTexture1;
 				quadScreen.materials = [ materialFilm ];
 				renderer.render( sceneScreen, cameraOrtho );