I rewrote the structure of the MeshLineMaterial to standardize it closer to the others Three.Js materials but in avoid any breaking changes.
I confirm that did not change any props or the current shaders core too.
I just took advantage of this rewrote to add the support of the fog and the logarithmicDepthBuffer.
Details:
I directly made it herited to a ShaderMaterial instead of a Material who returning a RawShaderMaterial. That allow to have the material properties dynamic and fix some user's issues who use them directly (#70, #71, #67).
I updated the RawShaderMaterial to a ShaderMaterial to be more generic and enable the usage of the WebGLProgram. The material can now detect automatically some rendering parameters.
I included the logdepthbuf_pars & fog_pars to fix #65, #48 and #32 thank to the previous point. It should be easier to also include other supports like the tonemapping_pars.
This is a MINOR update !
I rewrote the structure of the
MeshLineMaterial
to standardize it closer to the others Three.Js materials but in avoid any breaking changes. I confirm that did not change any props or the current shaders core too. I just took advantage of this rewrote to add the support of the fog and the logarithmicDepthBuffer.Details:
I directly made it herited to a
ShaderMaterial
instead of aMaterial
who returning aRawShaderMaterial
. That allow to have the material properties dynamic and fix some user's issues who use them directly (#70, #71, #67).I updated the
RawShaderMaterial
to aShaderMaterial
to be more generic and enable the usage of the WebGLProgram. The material can now detect automatically some rendering parameters.I included the
logdepthbuf_pars
&fog_pars
to fix #65, #48 and #32 thank to the previous point. It should be easier to also include other supports like thetonemapping_pars
.