Showing with 15 additions and 15 deletions.
  1. +0 −2 examples/js/Ocean.js
  2. +0 −6 examples/js/SimulationRenderer.js
  3. +0 −3 examples/js/postprocessing/GlitchPass.js
  4. +0 −4 src/objects/Skeleton.js
  5. +15 −0 src/textures/DataTexture.js
@@ -248,8 +248,6 @@ THREE.Ocean.prototype.generateSeedPhaseTexture = function() {
}

this.pingPhaseTexture = new THREE.DataTexture( phaseArray, this.resolution, this.resolution, THREE.RGBAFormat );
this.pingPhaseTexture.minFilter = THREE.NearestFilter;
this.pingPhaseTexture.magFilter = THREE.NearestFilter;
this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
this.pingPhaseTexture.type = THREE.FloatType;
@@ -203,10 +203,7 @@ function SimulationRenderer( WIDTH, renderer ) {
}

var texture = new THREE.DataTexture( a, WIDTH, WIDTH, THREE.RGBAFormat, THREE.FloatType );
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
texture.flipY = false;

return texture;

@@ -229,10 +226,7 @@ function SimulationRenderer( WIDTH, renderer ) {
}

var texture = new THREE.DataTexture( a, WIDTH, WIDTH, THREE.RGBFormat, THREE.FloatType );
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
texture.flipY = false;

return texture;

@@ -110,10 +110,7 @@ THREE.GlitchPass.prototype = {
var texture = new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.FloatType );
console.log( texture );
console.log( dt_size );
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
texture.flipY = false;
return texture;

}
@@ -38,10 +38,6 @@ THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {

this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
this.boneTexture.minFilter = THREE.NearestFilter;
this.boneTexture.magFilter = THREE.NearestFilter;
this.boneTexture.generateMipmaps = false;
this.boneTexture.flipY = false;

} else {

@@ -3,10 +3,25 @@
*/

THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {

if ( magFilter === undefined ) {

magFilter = THREE.NearestFilter;

}

if ( minFilter === undefined ) {

minFilter = THREE.NearestFilter;

}

THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

this.image = { data: data, width: width, height: height };

this.flipY = false;
this.generateMipmaps = false;

};