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linting fix

DefinitelyMaybe 4 years ago
parent
commit
da12e00d36
1 changed files with 9 additions and 9 deletions
  1. 9 9
      src/textures/CubeTexture.js

+ 9 - 9
src/textures/CubeTexture.js

@@ -13,17 +13,17 @@ class CubeTexture extends Texture {
 
 		Object.defineProperty( this, 'isCubeTexture', { value: true } );
 
-    // Why CubeTexture._needsFlipEnvMap is necessary:
-    //
-    // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
-    // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
-    // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
+		// Why CubeTexture._needsFlipEnvMap is necessary:
+		//
+		// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
+		// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
+		// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
 
-    // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
-    // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)
-    // when using WebGLCubeRenderTarget.texture as a cube texture.
+		// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
+		// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)
+		// when using WebGLCubeRenderTarget.texture as a cube texture.
 
-    this._needsFlipEnvMap = true;
+		this._needsFlipEnvMap = true;
 
 		this.flipY = false;