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@@ -80,7 +80,7 @@ class WebGLRenderer {
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preserveDrawingBuffer = false,
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preserveDrawingBuffer = false,
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powerPreference = 'default',
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powerPreference = 'default',
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failIfMajorPerformanceCaveat = false,
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failIfMajorPerformanceCaveat = false,
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- reverseDepthBuffer = false,
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+ reversedDepthBuffer = false,
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} = parameters;
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} = parameters;
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/**
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/**
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@@ -409,7 +409,7 @@ class WebGLRenderer {
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state = new WebGLState( _gl, extensions );
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state = new WebGLState( _gl, extensions );
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- if ( capabilities.reverseDepthBuffer && reverseDepthBuffer ) {
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+ if ( capabilities.reversedDepthBuffer && reversedDepthBuffer ) {
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state.buffers.depth.setReversed( true );
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state.buffers.depth.setReversed( true );
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@@ -2380,12 +2380,12 @@ class WebGLRenderer {
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// common camera uniforms
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// common camera uniforms
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- const reverseDepthBuffer = state.buffers.depth.getReversed();
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+ const reversedDepthBuffer = state.buffers.depth.getReversed();
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- if ( reverseDepthBuffer && camera.reversedDepth !== true ) {
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+ if ( reversedDepthBuffer && camera.reversedDepth !== true ) {
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// @deprecated, r179
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// @deprecated, r179
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- warnOnce( 'THREE.WebGLRenderer: reverseDepthBuffer must be used with "camera.reversedDepth = true;" for correct results. Automatic conversion will be removed in r189.' );
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+ warnOnce( 'THREE.WebGLRenderer: reversedDepthBuffer must be used with "camera.reversedDepth = true;" for correct results. Automatic conversion will be removed in r189.' );
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_currentProjectionMatrix.copy( camera.projectionMatrix );
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_currentProjectionMatrix.copy( camera.projectionMatrix );
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@@ -3440,7 +3440,7 @@ class WebGLRenderer {
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* @property {boolean} [depth=true] Whether the drawing buffer has a depth buffer of at least 16 bits.
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* @property {boolean} [depth=true] Whether the drawing buffer has a depth buffer of at least 16 bits.
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* @property {boolean} [logarithmicDepthBuffer=false] Whether to use a logarithmic depth buffer. It may be necessary to use this if dealing with huge differences in scale in a single scene.
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* @property {boolean} [logarithmicDepthBuffer=false] Whether to use a logarithmic depth buffer. It may be necessary to use this if dealing with huge differences in scale in a single scene.
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* Note that this setting uses `gl_FragDepth` if available which disables the Early Fragment Test optimization and can cause a decrease in performance.
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* Note that this setting uses `gl_FragDepth` if available which disables the Early Fragment Test optimization and can cause a decrease in performance.
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- * @property {boolean} [reverseDepthBuffer=false] Whether to use a reverse depth buffer. Requires the `EXT_clip_control` extension.
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+ * @property {boolean} [reversedDepthBuffer=false] Whether to use a reverse depth buffer. Requires the `EXT_clip_control` extension.
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* This is a more faster and accurate version than logarithmic depth buffer.
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* This is a more faster and accurate version than logarithmic depth buffer.
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**/
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**/
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@@ -3461,7 +3461,7 @@ class WebGLRenderer {
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* @property {number} maxVertexTextures - The number of textures that can be used in a vertex shader.
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* @property {number} maxVertexTextures - The number of textures that can be used in a vertex shader.
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* @property {number} maxVertexUniforms - The maximum number of uniforms that can be used in a vertex shader.
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* @property {number} maxVertexUniforms - The maximum number of uniforms that can be used in a vertex shader.
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* @property {string} precision - The shader precision currently being used by the renderer.
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* @property {string} precision - The shader precision currently being used by the renderer.
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- * @property {boolean} reverseDepthBuffer - `true` if `reverseDepthBuffer` was set to `true` in the constructor
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+ * @property {boolean} reversedDepthBuffer - `true` if `reversedDepthBuffer` was set to `true` in the constructor
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* and the rendering context supports `EXT_clip_control`.
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* and the rendering context supports `EXT_clip_control`.
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* @property {boolean} vertexTextures - `true` if vertex textures can be used.
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* @property {boolean} vertexTextures - `true` if vertex textures can be used.
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**/
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**/
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