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JSM: Update modules.

Mugen87 5 年之前
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eb9241d1bb

+ 0 - 4
examples/jsm/lights/RectAreaLightUniformsLib.js

@@ -42,12 +42,8 @@ var RectAreaLightUniformsLib = {
 		// data textures
 
 		var ltc_1 = new DataTexture( new Float32Array( LTC_MAT_1 ), 64, 64, RGBAFormat, FloatType, UVMapping, ClampToEdgeWrapping, ClampToEdgeWrapping, LinearFilter, NearestFilter, 1 );
-
 		var ltc_2 = new DataTexture( new Float32Array( LTC_MAT_2 ), 64, 64, RGBAFormat, FloatType, UVMapping, ClampToEdgeWrapping, ClampToEdgeWrapping, LinearFilter, NearestFilter, 1 );
 
-		ltc_1.needsUpdate = true;
-		ltc_2.needsUpdate = true;
-
 		UniformsLib.LTC_1 = ltc_1;
 		UniformsLib.LTC_2 = ltc_2;
 

+ 0 - 1
examples/jsm/misc/Ocean.js

@@ -276,7 +276,6 @@ Ocean.prototype.generateSeedPhaseTexture = function () {
 	this.pingPhaseTexture.wrapS = ClampToEdgeWrapping;
 	this.pingPhaseTexture.wrapT = ClampToEdgeWrapping;
 	this.pingPhaseTexture.type = FloatType;
-	this.pingPhaseTexture.needsUpdate = true;
 
 };
 

+ 0 - 2
examples/jsm/objects/Lensflare.js

@@ -42,14 +42,12 @@ var Lensflare = function () {
 	tempMap.magFilter = NearestFilter;
 	tempMap.wrapS = ClampToEdgeWrapping;
 	tempMap.wrapT = ClampToEdgeWrapping;
-	tempMap.needsUpdate = true;
 
 	var occlusionMap = new DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, RGBFormat );
 	occlusionMap.minFilter = NearestFilter;
 	occlusionMap.magFilter = NearestFilter;
 	occlusionMap.wrapS = ClampToEdgeWrapping;
 	occlusionMap.wrapT = ClampToEdgeWrapping;
-	occlusionMap.needsUpdate = true;
 
 	// material
 

+ 1 - 3
examples/jsm/postprocessing/GlitchPass.js

@@ -115,9 +115,7 @@ GlitchPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		}
 
-		var texture = new DataTexture( data_arr, dt_size, dt_size, RGBFormat, FloatType );
-		texture.needsUpdate = true;
-		return texture;
+		return new DataTexture( data_arr, dt_size, dt_size, RGBFormat, FloatType );
 
 	}
 

+ 0 - 1
examples/jsm/postprocessing/SSAOPass.js

@@ -418,7 +418,6 @@ SSAOPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 		this.noiseTexture = new DataTexture( data, width, height, RGBAFormat, FloatType );
 		this.noiseTexture.wrapS = RepeatWrapping;
 		this.noiseTexture.wrapT = RepeatWrapping;
-		this.noiseTexture.needsUpdate = true;
 
 	}