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Examples: Clean up.

Mugen87 5 gadi atpakaļ
vecāks
revīzija
51245d2e22

+ 1 - 1
examples/js/exporters/GLTFExporter.js

@@ -1134,7 +1134,7 @@ THREE.GLTFExporter.prototype = {
 			var meshCacheKeyParts = [ mesh.geometry.uuid ];
 			if ( Array.isArray( mesh.material ) ) {
 
-				for ( var i = 0, l = mesh.material.length; i < l; i++ ) {
+				for ( var i = 0, l = mesh.material.length; i < l; i ++ ) {
 
 					meshCacheKeyParts.push( mesh.material[ i ].uuid	);
 

+ 0 - 1
examples/js/loaders/GLTFLoader.js

@@ -1916,7 +1916,6 @@ THREE.GLTFLoader = ( function () {
 
 		var geometry = mesh.geometry;
 		var material = mesh.material;
-		var extensions = this.extensions;
 
 		var useVertexTangents = geometry.attributes.tangent !== undefined;
 		var useVertexColors = geometry.attributes.color !== undefined;

+ 5 - 5
examples/jsm/csm/CSM.js

@@ -95,7 +95,7 @@ export default class CSM {
 	getBreaks() {
 
 		const camera = this.camera;
-		const far = Math.min(camera.far, this.maxFar);
+		const far = Math.min( camera.far, this.maxFar );
 		this.breaks.length = 0;
 
 		switch ( this.mode ) {
@@ -144,8 +144,8 @@ export default class CSM {
 
 			_uniformArray.length = 0;
 			_logArray.length = 0;
-			const log = logarithmicSplit( amount, near, far, _logArray );
-			const uni = uniformSplit( amount, near, far, _uniformArray );
+			logarithmicSplit( amount, near, far, _logArray );
+			uniformSplit( amount, near, far, _uniformArray );
 
 			for ( let i = 1; i < amount; i ++ ) {
 
@@ -219,7 +219,7 @@ export default class CSM {
 		this.getExtendedBreaks( breaksVec2 );
 
 		const self = this;
-		const far = Math.min(this.camera.far, this.maxFar);
+		const far = Math.min( this.camera.far, this.maxFar );
 
 		material.onBeforeCompile = function ( shader ) {
 
@@ -235,7 +235,7 @@ export default class CSM {
 
 	updateUniforms() {
 
-		const far = Math.min(this.camera.far, this.maxFar);
+		const far = Math.min( this.camera.far, this.maxFar );
 
 		for ( let i = 0; i < this.materials.length; i ++ ) {
 

+ 2 - 2
examples/jsm/csm/Frustum.js

@@ -50,7 +50,7 @@ export default class Frustum {
 		this.vertices.near[ 1 ].set( 1, - 1, - 1 );
 		this.vertices.near[ 2 ].set( - 1, - 1, - 1 );
 		this.vertices.near[ 3 ].set( - 1, 1, - 1 );
-		this.vertices.near.forEach( function( v ) {
+		this.vertices.near.forEach( function ( v ) {
 
 			v.applyMatrix4( inverseProjectionMatrix );
 
@@ -60,7 +60,7 @@ export default class Frustum {
 		this.vertices.far[ 1 ].set( 1, - 1, 1 );
 		this.vertices.far[ 2 ].set( - 1, - 1, 1 );
 		this.vertices.far[ 3 ].set( - 1, 1, 1 );
-		this.vertices.far.forEach( function( v ) {
+		this.vertices.far.forEach( function ( v ) {
 
 			v.applyMatrix4( inverseProjectionMatrix );
 

+ 1 - 1
examples/jsm/exporters/GLTFExporter.js

@@ -1156,7 +1156,7 @@ GLTFExporter.prototype = {
 			var meshCacheKeyParts = [ mesh.geometry.uuid ];
 			if ( Array.isArray( mesh.material ) ) {
 
-				for ( var i = 0, l = mesh.material.length; i < l; i++ ) {
+				for ( var i = 0, l = mesh.material.length; i < l; i ++ ) {
 
 					meshCacheKeyParts.push( mesh.material[ i ].uuid	);
 

+ 0 - 1
examples/jsm/loaders/GLTFLoader.js

@@ -1979,7 +1979,6 @@ var GLTFLoader = ( function () {
 
 		var geometry = mesh.geometry;
 		var material = mesh.material;
-		var extensions = this.extensions;
 
 		var useVertexTangents = geometry.attributes.tangent !== undefined;
 		var useVertexColors = geometry.attributes.color !== undefined;

+ 0 - 1
examples/jsm/postprocessing/RenderPass.js

@@ -32,7 +32,6 @@ RenderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 		var oldAutoClear = renderer.autoClear;
 		renderer.autoClear = false;
 
-
 		var oldClearColor, oldClearAlpha, oldOverrideMaterial;
 
 		if ( this.overrideMaterial !== undefined ) {