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CanvasRenderer/SVGRenderer: Removed broken MeshDepthMaterial support. See mrdoob#7311.
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examples/canvas_materials.html

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@@ -73,7 +73,6 @@
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new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.AdditiveBlending } ),
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new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, overdraw: 0.5 } ),
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new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.SmoothShading, overdraw: 0.5 } ),
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new THREE.MeshDepthMaterial( { overdraw: 0.5 } ),
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new THREE.MeshNormalMaterial( { overdraw: 0.5 } ),
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new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/land_ocean_ice_cloud_2048.jpg' ) } ),
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new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'textures/envmap.png', THREE.SphericalReflectionMapping ), overdraw: 0.5 } )

examples/canvas_materials_depth.html

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examples/index.html

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@@ -450,7 +450,6 @@ <h1><a href="http://threejs.org">three.js</a> / examples</h1>
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"canvas_lines_dashed",
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"canvas_lines_sphere",
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"canvas_materials",
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"canvas_materials_depth",
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"canvas_materials_normal",
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"canvas_materials_reflection",
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"canvas_materials_video",

examples/js/renderers/CanvasRenderer.js

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@@ -36,8 +36,6 @@ THREE.CanvasRenderer = function ( parameters ) {
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console.log( 'THREE.CanvasRenderer', THREE.REVISION );
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var smoothstep = THREE.Math.smoothstep;
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parameters = parameters || {};
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var _this = this,
@@ -760,14 +758,6 @@ THREE.CanvasRenderer = function ( parameters ) {
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}
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} else if ( material instanceof THREE.MeshDepthMaterial ) {
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_color.r = _color.g = _color.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _camera.near, _camera.far );
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material.wireframe === true
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? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
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: fillPath( _color );
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} else if ( material instanceof THREE.MeshNormalMaterial ) {
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_normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );

examples/js/renderers/SVGRenderer.js

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@@ -36,7 +36,6 @@ THREE.SVGRenderer = function () {
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_clearColor = new THREE.Color(),
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_clearAlpha = 1,
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_w, // z-buffer to w-buffer
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_vector3 = new THREE.Vector3(), // Needed for PointLight
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_centroid = new THREE.Vector3(),
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_normal = new THREE.Vector3(),
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_color.multiply( _diffuseColor ).add( material.emissive );
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} else if ( material instanceof THREE.MeshDepthMaterial ) {
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_w = 1 - ( material.__2near / ( material.__farPlusNear - element.z * material.__farMinusNear ) );
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_color.setRGB( _w, _w, _w );
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} else if ( material instanceof THREE.MeshNormalMaterial ) {
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_normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );

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