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Workaround for minecraft ao example. Geometry.vertexColors isn't empty anymore.

Mr.doob 11 年之前
父節點
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25e4286311
共有 1 個文件被更改,包括 12 次插入12 次删除
  1. 12 12
      examples/webgl_geometry_minecraft_ao.html

+ 12 - 12
examples/webgl_geometry_minecraft_ao.html

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