diff --git a/src/renderers/WebGLCubeRenderTarget.js b/src/renderers/WebGLCubeRenderTarget.js index 446ec015fb313e..1e5fd1f6d8e11b 100644 --- a/src/renderers/WebGLCubeRenderTarget.js +++ b/src/renderers/WebGLCubeRenderTarget.js @@ -1,4 +1,4 @@ -import { BackSide, LinearFilter, LinearMipmapLinearFilter, NoBlending, RGBAFormat } from '../constants.js'; +import { BackSide, LinearFilter, LinearMipmapLinearFilter, NoBlending } from '../constants.js'; import { Mesh } from '../objects/Mesh.js'; import { BoxGeometry } from '../geometries/BoxGeometry.js'; import { ShaderMaterial } from '../materials/ShaderMaterial.js'; @@ -36,7 +36,6 @@ class WebGLCubeRenderTarget extends WebGLRenderTarget { fromEquirectangularTexture( renderer, texture ) { this.texture.type = texture.type; - this.texture.format = RGBAFormat; // see #18859 this.texture.encoding = texture.encoding; this.texture.generateMipmaps = texture.generateMipmaps; diff --git a/src/renderers/webgl/WebGLMorphtargets.js b/src/renderers/webgl/WebGLMorphtargets.js index e8205aab7dbd84..b8d5fe6a45e5eb 100644 --- a/src/renderers/webgl/WebGLMorphtargets.js +++ b/src/renderers/webgl/WebGLMorphtargets.js @@ -1,4 +1,4 @@ -import { FloatType, RGBAFormat } from '../../constants.js'; +import { FloatType } from '../../constants.js'; import { DataArrayTexture } from '../../textures/DataArrayTexture.js'; import { Vector4 } from '../../math/Vector4.js'; import { Vector2 } from '../../math/Vector2.js'; @@ -89,7 +89,6 @@ function WebGLMorphtargets( gl, capabilities, textures ) { const buffer = new Float32Array( width * height * 4 * morphTargetsCount ); const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount ); - texture.format = RGBAFormat; // using RGBA since RGB might be emulated (and is thus slower) texture.type = FloatType; texture.needsUpdate = true; diff --git a/src/renderers/webgl/WebGLShadowMap.js b/src/renderers/webgl/WebGLShadowMap.js index 4f6e1be07fbd9f..e208280dfaf7fb 100644 --- a/src/renderers/webgl/WebGLShadowMap.js +++ b/src/renderers/webgl/WebGLShadowMap.js @@ -1,4 +1,4 @@ -import { FrontSide, BackSide, DoubleSide, RGBAFormat, NearestFilter, LinearFilter, PCFShadowMap, VSMShadowMap, RGBADepthPacking, NoBlending } from '../../constants.js'; +import { FrontSide, BackSide, DoubleSide, RGBAFormat, NearestFilter, PCFShadowMap, VSMShadowMap, RGBADepthPacking, NoBlending } from '../../constants.js'; import { WebGLRenderTarget } from '../WebGLRenderTarget.js'; import { MeshDepthMaterial } from '../../materials/MeshDepthMaterial.js'; import { MeshDistanceMaterial } from '../../materials/MeshDistanceMaterial.js'; @@ -133,12 +133,10 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) { if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { - const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; - - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); shadow.map.texture.name = light.name + '.shadowMap'; - shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); shadow.camera.updateProjectionMatrix();