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@@ -103,8 +103,8 @@
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var matrix = new THREE.Matrix4();
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var pxGeometry = new THREE.PlaneGeometry( 100, 100 );
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- pxGeometry.faces[ 0 ].vertexColors.push( light, shadow, light );
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- pxGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light );
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+ pxGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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+ pxGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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pxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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@@ -112,8 +112,8 @@
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pxGeometry.applyMatrix( matrix.makeTranslation( 50, 0, 0 ) );
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var nxGeometry = new THREE.PlaneGeometry( 100, 100 );
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- nxGeometry.faces[ 0 ].vertexColors.push( light, shadow, light );
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- nxGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light );
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+ nxGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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+ nxGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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nxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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@@ -121,8 +121,8 @@
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nxGeometry.applyMatrix( matrix.makeTranslation( - 50, 0, 0 ) );
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var pyGeometry = new THREE.PlaneGeometry( 100, 100 );
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- pyGeometry.faces[ 0 ].vertexColors.push( light, light, light );
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- pyGeometry.faces[ 1 ].vertexColors.push( light, light, light );
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+ pyGeometry.faces[ 0 ].vertexColors = [ light, light, light ];
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+ pyGeometry.faces[ 1 ].vertexColors = [ light, light, light ];
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pyGeometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
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pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
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pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
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@@ -130,8 +130,8 @@
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pyGeometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
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var py2Geometry = new THREE.PlaneGeometry( 100, 100 );
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- py2Geometry.faces[ 0 ].vertexColors.push( light, light, light );
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- py2Geometry.faces[ 1 ].vertexColors.push( light, light, light );
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+ py2Geometry.faces[ 0 ].vertexColors = [ light, light, light ];
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+ py2Geometry.faces[ 1 ].vertexColors = [ light, light, light ];
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py2Geometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
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py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
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py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
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@@ -140,16 +140,16 @@
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py2Geometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
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var pzGeometry = new THREE.PlaneGeometry( 100, 100 );
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- pzGeometry.faces[ 0 ].vertexColors.push( light, shadow, light );
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- pzGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light );
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+ pzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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+ pzGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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pzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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pzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, 50 ) );
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var nzGeometry = new THREE.PlaneGeometry( 100, 100 );
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- nzGeometry.faces[ 0 ].vertexColors.push( light, shadow, light );
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- nzGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light );
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+ nzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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+ nzGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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nzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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