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@@ -752,25 +752,6 @@ const RGBFormat = 1022;
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*/
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const RGBAFormat = 1023;
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-/**
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- * reads each element as a single luminance component. This is then converted to a floating point,
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- * clamped to the range `[0,1]`, and then assembled into an RGBA element by placing the luminance value
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- * in the red, green and blue channels, and attaching 1.0 to the alpha channel.
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- *
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- * @type {number}
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- * @constant
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- */
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-const LuminanceFormat = 1024;
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-
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-/**
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- * Reads each element as a luminance/alpha double. The same process occurs as for the `LuminanceFormat`,
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- * except that the alpha channel may have values other than `1.0`.
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- *
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- * @type {number}
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- * @constant
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- */
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-const LuminanceAlphaFormat = 1025;
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-
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/**
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* Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
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*
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@@ -57733,10 +57714,6 @@ function getByteLength( width, height, format, type ) {
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// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
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case AlphaFormat:
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return width * height;
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- case LuminanceFormat:
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- return width * height;
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- case LuminanceAlphaFormat:
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- return width * height * 2;
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case RedFormat:
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return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
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case RedIntegerFormat:
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@@ -70282,8 +70259,6 @@ function WebGLUtils( gl, extensions ) {
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if ( p === AlphaFormat ) return gl.ALPHA;
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if ( p === RGBFormat ) return gl.RGB;
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if ( p === RGBAFormat ) return gl.RGBA;
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- if ( p === LuminanceFormat ) return gl.LUMINANCE;
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- if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;
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if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
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if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;
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@@ -76154,8 +76129,6 @@ exports.LoadingManager = LoadingManager;
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exports.LoopOnce = LoopOnce;
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exports.LoopPingPong = LoopPingPong;
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exports.LoopRepeat = LoopRepeat;
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-exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
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-exports.LuminanceFormat = LuminanceFormat;
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exports.MOUSE = MOUSE;
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exports.Material = Material;
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exports.MaterialLoader = MaterialLoader;
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