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Эх сурвалжийг харах

WebGLRenderer: Enforcing Mr.doob's Code Style(tm)

Joshua Koo 11 жил өмнө
parent
commit
5564fdeea9

+ 16 - 16
src/renderers/WebGLRenderer.js

@@ -971,10 +971,10 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 					var size = 1;   // "f" and "i"
 
-					if( attribute.type === "v2" ) size = 2;
-					else if( attribute.type === "v3" ) size = 3;
-					else if( attribute.type === "v4" ) size = 4;
-					else if( attribute.type === "c"  ) size = 3;
+					if ( attribute.type === "v2" ) size = 2;
+					else if ( attribute.type === "v3" ) size = 3;
+					else if ( attribute.type === "v4" ) size = 4;
+					else if ( attribute.type === "c"  ) size = 3;
 
 					attribute.size = size;
 
@@ -2444,7 +2444,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 					normalArray,
 					i, il = object.count * 3;
 
-				for( i = 0; i < il; i += 9 ) {
+				for ( i = 0; i < il; i += 9 ) {
 
 					normalArray = object.normalArray;
 
@@ -2707,7 +2707,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 				var type, size;
 
-				if ( index.array instanceof Uint32Array ){
+				if ( index.array instanceof Uint32Array ) {
 
 					type = _gl.UNSIGNED_INT;
 					size = 4;
@@ -3872,7 +3872,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			// check all geometry groups
 
-			for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
+			for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
 
 				geometryGroup = geometry.geometryGroupsList[ i ];
 
@@ -4928,7 +4928,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 				}
 
-				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+				for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
 
 					uniform._array[ i ] = getTextureUnit();
 
@@ -4936,7 +4936,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 				_gl.uniform1iv( location, uniform._array );
 
-				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+				for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
 
 					texture = uniform.value[ i ];
 					textureUnit = uniform._array[ i ];
@@ -5535,10 +5535,10 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			} else if ( texture instanceof THREE.CompressedTexture ) {
 
-				for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
 
 					mipmap = mipmaps[ i ];
-					if ( texture.format!==THREE.RGBAFormat ) {
+					if ( texture.format !== THREE.RGBAFormat ) {
 						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
 					} else {
 						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
@@ -5660,7 +5660,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 				for ( var i = 0; i < 6; i ++ ) {
 
-					if( !isCompressed ) {
+					if ( !isCompressed ) {
 
 						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
 
@@ -5668,10 +5668,10 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 						var mipmap, mipmaps = cubeImage[ i ].mipmaps;
 
-						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
 
 							mipmap = mipmaps[ j ];
-							if ( texture.format!==THREE.RGBAFormat ) {
+							if ( texture.format !== THREE.RGBAFormat ) {
 
 								_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
 
@@ -5730,7 +5730,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
 
 		/* For some reason this is not working. Defaulting to RGBA4.
-		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
 
 			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
 			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
@@ -6062,7 +6062,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 		var maxShadows = 0;
 
-		for ( var l = 0, ll = lights.length; l < ll; l++ ) {
+		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
 
 			var light = lights[ l ];