Remove PluggableMap
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@@ -191,7 +191,7 @@ class WebGLPostProcessingPass {
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* Initialize the render target texture of the post process, make sure it is at the
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* right size and bind it as a render target for the next draw calls.
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* The last step to be initialized will be the one where the primitives are rendered.
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* @param {import("../PluggableMap.js").FrameState} frameState current frame state
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* @param {import("../Map.js").FrameState} frameState current frame state
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* @api
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*/
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init(frameState) {
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@@ -250,10 +250,10 @@ class WebGLPostProcessingPass {
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/**
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* Render to the next postprocessing pass (or to the canvas if final pass).
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* @param {import("../PluggableMap.js").FrameState} frameState current frame state
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* @param {import("../Map.js").FrameState} frameState current frame state
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* @param {WebGLPostProcessingPass} [nextPass] Next pass, optional
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* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [preCompose] Called before composing.
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* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [postCompose] Called before composing.
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* @param {function(WebGLRenderingContext, import("../Map.js").FrameState):void} [preCompose] Called before composing.
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* @param {function(WebGLRenderingContext, import("../Map.js").FrameState):void} [postCompose] Called before composing.
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* @api
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*/
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apply(frameState, nextPass, preCompose, postCompose) {
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@@ -325,7 +325,7 @@ class WebGLPostProcessingPass {
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/**
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* Sets the custom uniforms based on what was given in the constructor.
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* @param {import("../PluggableMap.js").FrameState} frameState Frame state.
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* @param {import("../Map.js").FrameState} frameState Frame state.
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* @private
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*/
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applyUniforms(frameState) {
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