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Fixed minecraft example uvs.

Mr.doob 11 jaren geleden
bovenliggende
commit
218e847ec9
1 gewijzigde bestanden met toevoegingen van 8 en 15 verwijderingen
  1. 8 15
      examples/webgl_geometry_minecraft.html

+ 8 - 15
examples/webgl_geometry_minecraft.html

@@ -97,38 +97,31 @@
 				var matrix = new THREE.Matrix4();
 
 				var pxGeometry = new THREE.PlaneGeometry2( 100, 100 );
-				// pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
-				// pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
-				// pxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
+				pxGeometry.uvs[ 1 ] = 0.5;
+				pxGeometry.uvs[ 3 ] = 0.5;
 				pxGeometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
 				pxGeometry.applyMatrix( matrix.makeTranslation( 50, 0, 0 ) );
 
 				var nxGeometry = new THREE.PlaneGeometry2( 100, 100 );
-				// nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
-				// nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
-				// nxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
+				nxGeometry.uvs[ 1 ] = 0.5;
+				nxGeometry.uvs[ 3 ] = 0.5;
 				nxGeometry.applyMatrix( matrix.makeRotationY( - Math.PI / 2 ) );
 				nxGeometry.applyMatrix( matrix.makeTranslation( - 50, 0, 0 ) );
 
 				var pyGeometry = new THREE.PlaneGeometry2( 100, 100 );
 				pyGeometry.uvs[ 5 ] = 0.5;
 				pyGeometry.uvs[ 7 ] = 0.5;
-				// pyGeometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
-				// pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
-				// pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
 				pyGeometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
 				pyGeometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
 
 				var pzGeometry = new THREE.PlaneGeometry2( 100, 100 );
-				// pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
-				// pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
-				// pzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
+				pzGeometry.uvs[ 1 ] = 0.5;
+				pzGeometry.uvs[ 3 ] = 0.5;
 				pzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, 50 ) );
 
 				var nzGeometry = new THREE.PlaneGeometry2( 100, 100 );
-				// nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
-				// nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
-				// nzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
+				nzGeometry.uvs[ 1 ] = 0.5;
+				nzGeometry.uvs[ 3 ] = 0.5;
 				nzGeometry.applyMatrix( matrix.makeRotationY( Math.PI ) );
 				nzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, -50 ) );