render method
void
render(
- WebGLRenderer renderer
Implementation
void render(WebGLRenderer renderer) {
quaternion.setFrom( camera.quaternion ).invert();
updateMatrixWorld();
point.setValues( 0, 0, 1 );
point.applyQuaternion( camera.quaternion );
if ( point.x >= 0 ) {
posXAxisHelper.material?.opacity = 1;
negXAxisHelper.material?.opacity = 0.5;
} else {
posXAxisHelper.material?.opacity = 0.5;
negXAxisHelper.material?.opacity = 1;
}
if ( point.y >= 0 ) {
posYAxisHelper.material?.opacity = 1;
negYAxisHelper.material?.opacity = 0.5;
} else {
posYAxisHelper.material?.opacity = 0.5;
negYAxisHelper.material?.opacity = 1;
}
if ( point.z >= 0 ) {
posZAxisHelper.material?.opacity = 1;
negZAxisHelper.material?.opacity = 0.5;
} else {
posZAxisHelper.material?.opacity = 0.5;
negZAxisHelper.material?.opacity = 1;
}
renderer.clearDepth();
renderer.getViewport( viewport );
if(viewport.z != _viewport.z || viewport.w != _viewport.w){
_viewport.setFrom(viewport);
_calculatePosition();
_didChange = true;
}
renderer.setViewport(
_scissorPos.x,
_scissorPos.y,
screenSize.width*ratioX,
screenSize.height*ratioY
);
renderer.render( this, orthoCamera );
renderer.setViewport( viewport.x, viewport.y, viewport.z, viewport.w );
}