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20 changes: 5 additions & 15 deletions src/renderers/WebGLRenderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -52,7 +52,7 @@ import { WebGLUtils } from './webgl/WebGLUtils.js';
import { WebXRManager } from './webxr/WebXRManager.js';
import { WebGLMaterials } from './webgl/WebGLMaterials.js';
import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
import { createCanvasElement, probeAsync, toNormalizedProjectionMatrix, toReversedProjectionMatrix, warnOnce } from '../utils.js';
import { createCanvasElement, probeAsync, warnOnce } from '../utils.js';
import { ColorManagement } from '../math/ColorManagement.js';

/**
Expand Down Expand Up @@ -313,7 +313,6 @@ class WebGLRenderer {

// camera matrices cache

const _currentProjectionMatrix = new Matrix4();
const _projScreenMatrix = new Matrix4();

const _vector3 = new Vector3();
Expand Down Expand Up @@ -2384,22 +2383,13 @@ class WebGLRenderer {

if ( reversedDepthBuffer && camera.reversedDepth !== true ) {

// @deprecated, r179
warnOnce( 'THREE.WebGLRenderer: reversedDepthBuffer must be used with "camera.reversedDepth = true;" for correct results. Automatic conversion will be removed in r189.' );

_currentProjectionMatrix.copy( camera.projectionMatrix );

toNormalizedProjectionMatrix( _currentProjectionMatrix );
toReversedProjectionMatrix( _currentProjectionMatrix );

p_uniforms.setValue( _gl, 'projectionMatrix', _currentProjectionMatrix );

} else {

p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
camera.reversedDepth = true;
camera.updateProjectionMatrix();

}

p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

const uCamPos = p_uniforms.map.cameraPosition;
Expand Down