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@@ -149,10 +149,6 @@
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postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight, { type: THREE.HalfFloatType } );
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- // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't
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- // investigate further for now.
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- // pars.format = LuminanceFormat;
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-
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// I would have this quarter size and use it as one of the ping-pong render
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// targets but the aliasing causes some temporal flickering
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