Support backgrounds (cube, texture, color) via passes#9158
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…ePass supports opacity. TexturePass doesn't write to the depth buffer.
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| <title>three.js webgl - postprocessing manual msaa</title> |
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webgl - postprocessing backgrounds
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I've further expanded on the features in this PR here: #9163 Adding support for blurring the cube maps, tone mapping, HDR environements (e.g. texture encodings), and support for CubeUV packing. |
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| THREE.Pass.call( this ); | ||
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| this.scene = scene; |
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What's this.scene for? I don't think it's being used?
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It isn't being used, I was just following the convention of many Passes that take "scene, camera" as their first two parameters and remember they them. I'll remove it.
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I see, I see. It would be nice to add a comment, otherwise someone will try to clean it up in the future.
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Thanks! |
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This implements the idea of various easy to use backgrounds (cube, texture, color) via the use of passes. I cleaned up RenderPass, TexturePass. I added CubeTexturePass.
I show how they can be combined in a flexible manner via this example:
/examples/webgl_postprocessing_backgrounds.html