new float array
parent
1b2af2fba8
commit
011ae97d3e
File diff suppressed because one or more lines are too long
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@ -1,5 +1,5 @@
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// COMPILE TIME DEFINITIONS (Generated via gulp)
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// COMPILE TIME DEFINITIONS (Generated via gulp)
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var __DATE__ = "Wed Nov 29 2017 22:24:30 GMT+0100 (CET)";
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var __DATE__ = "Wed Nov 29 2017 22:26:34 GMT+0100 (CET)";
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// END COMPILE TIME DEFINITIONS
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// END COMPILE TIME DEFINITIONS
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/**
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/**
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@ -13762,7 +13762,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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/**
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/**
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* Setyp mesh vertices colors
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* Setyp mesh vertices colors
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*/
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*/
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var colors = Float32Array.from(
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var colors = new Float32Array(
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this.faces.reduce(
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this.faces.reduce(
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function(result, face){
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function(result, face){
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result.push(1,1,1,1,1,1,1,1,1);
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result.push(1,1,1,1,1,1,1,1,1);
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@ -13785,7 +13785,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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/**
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/**
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* Setup face UVs
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* Setup face UVs
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*/
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*/
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var uvs = Float32Array.from(
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var uvs = new Float32Array(
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this.faces.reduce(
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this.faces.reduce(
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function(result, face) {
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function(result, face) {
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@ -13803,7 +13803,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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);
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);
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geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
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geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
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var normals = Float32Array.from(
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var normals = new Float32Array(
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this.faces.reduce(
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this.faces.reduce(
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function(result, face) {
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function(result, face) {
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@ -281,7 +281,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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/**
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/**
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* Setyp mesh vertices colors
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* Setyp mesh vertices colors
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*/
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*/
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var colors = Float32Array.from(
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var colors = new Float32Array(
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this.faces.reduce(
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this.faces.reduce(
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function(result, face){
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function(result, face){
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result.push(1,1,1,1,1,1,1,1,1);
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result.push(1,1,1,1,1,1,1,1,1);
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@ -304,7 +304,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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/**
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/**
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* Setup face UVs
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* Setup face UVs
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*/
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*/
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var uvs = Float32Array.from(
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var uvs = new Float32Array(
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this.faces.reduce(
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this.faces.reduce(
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function(result, face) {
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function(result, face) {
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@ -322,7 +322,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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);
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);
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geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
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geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
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var normals = Float32Array.from(
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var normals = new Float32Array(
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this.faces.reduce(
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this.faces.reduce(
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function(result, face) {
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function(result, face) {
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