Updated render-to-texture example so that it's easier to check texture orientation.

This commit is contained in:
alteredq
2011-01-14 00:51:26 +01:00
parent 9bc383e1ed
commit 916401fd96
+16 -6
View File
@@ -43,7 +43,8 @@
void main()
{
vUv = uv;
gl_Position = vec4( position, 1.0 );
//gl_Position = vec4( position, 1.0 );
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
@@ -59,7 +60,7 @@
float g = vUv.y;
if( vUv.x < 0.5 ) g = 0.0;
gl_FragColor = vec4( r, g, 0.25, 1.0 );
gl_FragColor = vec4( r, g, time, 1.0 );
}
</script>
@@ -84,6 +85,7 @@
container = document.getElementById( 'container' );
cameraRTT = new THREE.Camera();
cameraRTT.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
cameraRTT.position.z = 100;
camera = new THREE.Camera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
@@ -117,7 +119,8 @@
} );
quad = new THREE.Mesh( new Plane( 2, 2 ), material );
quad = new THREE.Mesh( new Plane( 2000, 1000 ), material );
quad.position.z = -1000;
sceneRTT.addObject( quad );
var n = 5,
@@ -131,6 +134,8 @@
mesh = new THREE.Mesh( geometry, material2 );
mesh.position.x = ( i - (n-1)/2 ) * 20;
mesh.position.y = ( j - (n-1)/2 ) * 20;
mesh.position.z = 0;
mesh.rotation.y = 1.57;
scene.addObject( mesh );
}
@@ -138,6 +143,7 @@
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
stats = new Stats();
@@ -172,13 +178,17 @@
}
material.uniforms.time.value += delta;
renderer.clear();
renderer.render( sceneRTT, cameraRTT, rtTexture );
//renderer.render( sceneRTT, cameraRTT );
renderer.context.depthMask(0);
renderer.render( sceneRTT, cameraRTT );
renderer.context.depthMask(1);
// Render to screen
renderer.render( scene, camera );
stats.update();