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"Fixed" scene test examples.

Seems like calling `renderer.initWebGLObjects` out of regular frame render doesn't play well with new buffer switching minimization optimization.
alteredq 14 rokov pred
rodič
commit
17b4ab614d

+ 5 - 3
examples/webgl_scene_test.html

@@ -165,8 +165,6 @@
 			var camera, scene, loaded;
 			var renderer;
 
-			var mesh, zmesh, geometry;
-
 			var mouseX = 0, mouseY = 0;
 
 			var windowHalfX = window.innerWidth / 2;
@@ -186,7 +184,7 @@
 			function handle_update( result, pieces ) {
 
 				refreshSceneView( result );
-				renderer.initWebGLObjects( result.scene );
+				//renderer.initWebGLObjects( result.scene );
 
 				var m, material, count = 0;
 
@@ -363,14 +361,18 @@
 				for( var i = 0; i < count; i++ ) {
 
 					object = new THREE.Mesh( geometry, material );
+
 					object.position.x = ( Math.random() - 0.5 ) * range;
 					object.position.y = ( Math.random() - 0.5 ) * range;
 					object.position.z = ( Math.random() - 0.5 ) * range;
+
 					object.rotation.x = Math.random() * 6;
 					object.rotation.y = Math.random() * 6;
 					object.rotation.z = Math.random() * 6;
+
 					object.matrixAutoUpdate = false;
 					object.updateMatrix();
+
 					result.scene.add( object );
 
 				}

+ 1 - 1
examples/webgl_scene_test_blender.html

@@ -186,7 +186,7 @@
 			function handle_update( result, pieces ) {
 
 				refreshSceneView( result );
-				renderer.initWebGLObjects( result.scene );
+				//renderer.initWebGLObjects( result.scene );
 
 				var m, material, count = 0;