Closed manuelmazzuola closed 12 years ago
index edabc48..4682d6c 100644 --- a/js/tquery.world.js +++ b/js/tquery.world.js @@ -57,12 +57,26 @@ tQuery.World = function(opts) if( opts.renderer ){ this._renderer = opts.renderer; }else if( tQuery.World.hasWebGL() ){ -- this._renderer = new THREE.WebGLRenderer({ -- antialias : true, // to get smoother output -- preserveDrawingBuffer : true // to allow screenshot -- }); ++ if(opts.canvas) { ++ this._renderer = new THREE.WebGLRenderer({ ++ antialias : true, // to get smoother output ++ preserveDrawingBuffer : true, // to allow screenshot ++ canvas : opts.canvas, ++ }); ++ }else { ++ this._renderer = new THREE.WebGLRenderer({ ++ antialias : true, // to get smoother output ++ preserveDrawingBuffer : true // to allow screenshot ++ });
++ } }else if( !opts.webGLNeeded ){ -- this._renderer = new THREE.CanvasRenderer(); ++ if(opts.canvas) { ++ this._renderer = new THREE.CanvasRenderer({ ++ canvas : opts.canvas, ++ }); ++ }else { ++ this._renderer = new THREE.CanvasRenderer(); ++ } }else{ this._addGetWebGLMessage(); throw new Error("WebGL required and not available")
Why not use opts.renderer instead,
index edabc48..4682d6c 100644 --- a/js/tquery.world.js +++ b/js/tquery.world.js @@ -57,12 +57,26 @@ tQuery.World = function(opts) if( opts.renderer ){ this._renderer = opts.renderer; }else if( tQuery.World.hasWebGL() ){ -- this._renderer = new THREE.WebGLRenderer({ -- antialias : true, // to get smoother output -- preserveDrawingBuffer : true // to allow screenshot -- }); ++ if(opts.canvas) { ++ this._renderer = new THREE.WebGLRenderer({ ++ antialias : true, // to get smoother output ++ preserveDrawingBuffer : true, // to allow screenshot ++ canvas : opts.canvas, ++ }); ++ }else { ++ this._renderer = new THREE.WebGLRenderer({ ++ antialias : true, // to get smoother output ++ preserveDrawingBuffer : true // to allow screenshot ++ });
++ } }else if( !opts.webGLNeeded ){ -- this._renderer = new THREE.CanvasRenderer(); ++ if(opts.canvas) { ++ this._renderer = new THREE.CanvasRenderer({ ++ canvas : opts.canvas, ++ }); ++ }else { ++ this._renderer = new THREE.CanvasRenderer(); ++ } }else{ this._addGetWebGLMessage(); throw new Error("WebGL required and not available")