hughsk / three-effectcomposer Goto Github PK
View Code? Open in Web Editor NEW@alteredq's EffectComposer plugin for three.js ported for use with Browserify
@alteredq's EffectComposer plugin for three.js ported for use with Browserify
Hello,
Here is the fix for the warning for everyone who got the package from npm:
three.webglrenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead.
Locate your shaderpass file in your node_modules, and search for this line:
this.uniforms[ this.textureID ].value = readBuffer;
Next, replace that line with this:
this.uniforms[ this.textureID ].value = readBuffer.texture;
As you can see all that is added to this line is .texture to the readBuffer to fix the warning.
Is it possible to load this in an ES6 style? I can't see how to pass THREE as an option in this case
Hello,
I'm using the EffectComposy to create a mask on my renderer. It works fine : I have my mask and into it a scene.
Basically I would like to have another scene as a background for my canvas but my new scene doesn't appear and I think it's because I call my whole renderer like this :
var composer = new THREE.EffectComposer(renderer, ...
Do you know what can I do ?
Thank you very much, I think I want to avoid creating a new renderer.
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