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@@ -22921,9 +22921,7 @@ function WebGLRenderer( parameters ) {
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if ( object.isImmediateRenderObject ) {
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- var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
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-
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- state.setMaterial( material, frontFaceCW );
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+ state.setMaterial( material );
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var program = setProgram( camera, scene.fog, material, object );
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@@ -24545,14 +24543,35 @@ SpriteMaterial.prototype.copy = function ( source ) {
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* @author alteredq / http://alteredqualia.com/
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*/
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+var geometry;
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+
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function Sprite( material ) {
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Object3D.call( this );
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this.type = 'Sprite';
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+ if ( geometry === undefined ) {
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+
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+ geometry = new BufferGeometry();
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+
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+ var float32Array = new Float32Array( [
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+ - 0.5, - 0.5, 0, 0, 0,
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+ 0.5, - 0.5, 0, 1, 0,
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+ 0.5, 0.5, 0, 1, 1,
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+ - 0.5, 0.5, 0, 0, 1
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+ ] );
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+
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+ var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
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+
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+ geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
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+ geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
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+ geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
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+
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+ }
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+
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+ this.geometry = geometry;
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this.material = ( material !== undefined ) ? material : new SpriteMaterial();
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- this.geometry = SpriteGeometry;
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this.center = new Vector2( 0.5, 0.5 );
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@@ -24678,29 +24697,6 @@ Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
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} );
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-//
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-
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-var SpriteGeometry = ( function () {
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-
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- var geometry = new BufferGeometry();
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-
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- var float32Array = new Float32Array( [
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- - 0.5, - 0.5, 0, 0, 0,
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- 0.5, - 0.5, 0, 1, 0,
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- 0.5, 0.5, 0, 1, 1,
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- - 0.5, 0.5, 0, 0, 1
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- ] );
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-
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- var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
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-
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- geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
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- geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
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- geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
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-
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- return geometry;
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-
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-} )();
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-
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/**
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* @author mikael emtinger / http://gomo.se/
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* @author alteredq / http://alteredqualia.com/
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