@@ -456,13 +456,13 @@ var dice_body_material;
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this . light . target . position . set ( 0 , 0 , 0 ) ;
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this . light . distance = mw * 5 ;
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this . light . castShadow = true ;
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- this . light . shadowCameraNear = mw / 10 ;
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- this . light . shadowCameraFar = mw * 5 ;
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- this . light . shadowCameraFov = 50 ;
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- this . light . shadowBias = 0.001 ;
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+ this . light . shadow . camera . near = mw / 10 ;
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+ this . light . shadow . camera . far = mw * 5 ;
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+ this . light . shadow . camera . fov = 50 ;
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+ this . light . shadow . bias = 0.001 ;
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this . light . shadowDarkness = 1.1 ;
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- this . light . shadowMapWidth = 1024 ;
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- this . light . shadowMapHeight = 1024 ;
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+ this . light . shadow . mapSize . width = 1024 ;
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+ this . light . shadow . mapSize . height = 1024 ;
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this . scene . add ( this . light ) ;
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//if (this.desk) this.scene.remove(this.desk);
@@ -519,7 +519,6 @@ var dice_body_material;
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}
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this . dice_box . prototype . create_dice = function ( type , pos , velocity , angle , axis ) {
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- console . log ( type ) ;
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var dice = that [ 'create_' + type ] ( ) ;
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dice . castShadow = true ;
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dice . dice_type = type ;
@@ -651,7 +650,6 @@ var dice_body_material;
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}
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this . dice_box . prototype . prepare_dices_for_roll = function ( vectors ) {
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- console . log ( vectors ) ;
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this . clear ( ) ;
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this . iteration = 0 ;
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for ( var i in vectors ) {
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