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Merge pull request #15065 from WestLangley/dev-overdraw

Remove Material.overdraw property
Mr.doob 6 years ago
parent
commit
e7ff8ca1be

+ 0 - 7
docs/api/en/materials/Material.html

@@ -175,13 +175,6 @@
 		Default is *1.0*.
 		</p>
 
-		<h3>[property:Float overdraw]</h3>
-		<p>
-		Amount of triangle expansion at draw time.
-		This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer].
-		*0.5* tends to give good results across browsers. Default is *0*.
-		</p>
-
 		<h3>[property:Boolean polygonOffset]</h3>
 		<p>
 		Whether to use polygon offset. Default is *false*. This corresponds to the *GL_POLYGON_OFFSET_FILL* WebGL feature.

+ 0 - 1
docs/scenes/js/material.js

@@ -302,7 +302,6 @@ function guiMaterial( gui, mesh, material, geometry ) {
 	// folder.add( material, 'polygonOffsetFactor' );
 	// folder.add( material, 'polygonOffsetUnits' );
 	folder.add( material, 'alphaTest', 0, 1 );
-	// folder.add( material, 'overdraw', 0, 5 );
 	folder.add( material, 'visible' );
 	folder.add( material, 'side', constants.side ).onChange( needsUpdate( material, geometry ) );
 

+ 1 - 1
examples/misc_lights_test.html

@@ -67,7 +67,7 @@
 				// Spheres
 
 				geometry = new THREE.SphereBufferGeometry( 100, 16, 8 );
-				material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true, overdraw: 0.5, shininess: 0 } );
+				material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true, shininess: 0 } );
 
 				for ( var i = 0; i < 30; i ++ ) {
 

+ 1 - 1
examples/misc_ubiquity_test2.html

@@ -56,7 +56,7 @@
 				texture.wrapT = THREE.RepeatWrapping;
 
 				var geometry = new THREE.BoxBufferGeometry( 150, 150, 150, 4, 4, 4 );
-				var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
+				var material = new THREE.MeshBasicMaterial( { map: texture } );
 
 				mesh = new THREE.Mesh( geometry, material );
 				scene.add( mesh );

+ 2 - 2
examples/software_geometry_earth.html

@@ -73,7 +73,7 @@
 
 					var geometry = new THREE.SphereBufferGeometry( 200, 20, 20 );
 
-					var material = new THREE.MeshLambertMaterial( { map: texture, overdraw: 0.5 } );
+					var material = new THREE.MeshLambertMaterial( { map: texture } );
 					var mesh = new THREE.Mesh( geometry, material );
 					group.add( mesh );
 
@@ -103,7 +103,7 @@
 				var texture = new THREE.CanvasTexture( canvas );
 
 				var geometry = new THREE.PlaneBufferGeometry( 300, 300, 3, 3 );
-				var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
+				var material = new THREE.MeshBasicMaterial( { map: texture } );
 
 				var mesh = new THREE.Mesh( geometry, material );
 				mesh.position.y = - 250;

+ 1 - 1
examples/software_sandbox.html

@@ -82,7 +82,7 @@
 				// Cube with texture
 				var loader = new THREE.TextureLoader();
 				var map = loader.load( 'textures/brick_diffuse.jpg' );
-				texCube = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { map: map, overdraw: 0.5 } ) );
+				texCube = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { map: map } ) );
 				texCube.position.set( - 300, 0, 0 );
 				scene.add( texCube );
 

+ 1 - 1
examples/webgl_effects_peppersghost.html

@@ -104,7 +104,7 @@
 
 			geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
 
-			var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors, overdraw: 0.5 } );
+			var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );
 
 			for ( var i = 0; i < 10; i ++ ) {
 

+ 14 - 0
src/Three.Legacy.js

@@ -1288,6 +1288,20 @@ Object.defineProperties( Material.prototype, {
 
 		}
 	},
+
+	overdraw: {
+		get: function () {
+
+			console.warn( 'THREE.Material: .overdraw has been removed.' );
+
+		},
+		set: function () {
+
+			console.warn( 'THREE.Material: .overdraw has been removed.' );
+
+		}
+	},
+
 	wrapRGB: {
 		get: function () {
 

+ 0 - 9
src/materials/Material.js

@@ -59,8 +59,6 @@ function Material() {
 	this.alphaTest = 0;
 	this.premultipliedAlpha = false;
 
-	this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
-
 	this.visible = true;
 
 	this.userData = {};
@@ -118,11 +116,6 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
 
 				currentValue.copy( newValue );
 
-			} else if ( key === 'overdraw' ) {
-
-				// ensure overdraw is backwards-compatible with legacy boolean type
-				this[ key ] = Number( newValue );
-
 			} else {
 
 				this[ key ] = newValue;
@@ -349,8 +342,6 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
 		this.alphaTest = source.alphaTest;
 		this.premultipliedAlpha = source.premultipliedAlpha;
 
-		this.overdraw = source.overdraw;
-
 		this.visible = source.visible;
 		this.userData = JSON.parse( JSON.stringify( source.userData ) );