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Merge pull request #6494 from brason/patch-3

Fix instancing examples
Ricardo Cabello 10 年之前
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639c55f430

+ 4 - 4
examples/webgl_buffergeometry_instancing.html

@@ -145,7 +145,7 @@
 
             var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1, false );
 
-            for ( var i = 0, ul = offsets.length / 3; i < ul; i++ ) {
+            for ( var i = 0, ul = offsets.length; i < ul; i++ ) {
 
                 offsets.setXYZ( i, Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
 
@@ -155,7 +155,7 @@
 
             var colors = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, false );
 
-            for ( var i = 0, ul = colors.length / 4; i < ul; i++ ) {
+            for ( var i = 0, ul = colors.length; i < ul; i++ ) {
 
                 colors.setXYZW( i, Math.random(), Math.random(), Math.random(), Math.random() );
 
@@ -167,7 +167,7 @@
 
             var orientationsStart = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, false );
 
-            for ( var i = 0, ul = orientationsStart.length / 4; i < ul; i++ ) {
+            for ( var i = 0, ul = orientationsStart.length; i < ul; i++ ) {
 
                 vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
                 vector.normalize();
@@ -180,7 +180,7 @@
 
             var orientationsEnd = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, false );
 
-            for ( var i = 0, ul = orientationsEnd.length / 4; i < ul; i++ ) {
+            for ( var i = 0, ul = orientationsEnd.length; i < ul; i++ ) {
 
                 vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
                 vector.normalize();

+ 4 - 4
examples/webgl_buffergeometry_instancing_dynamic.html

@@ -213,7 +213,7 @@
             var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1, false );
 
             var vector = new THREE.Vector4();
-            for ( var i = 0, ul = offsets.length / 3; i < ul; i++ ) {
+            for ( var i = 0, ul = offsets.length; i < ul; i++ ) {
                 var x = Math.random() * 100 - 50;
                 var y = Math.random() * 100 - 50;
                 var z = Math.random() * 100 - 50;
@@ -228,7 +228,7 @@
 
             orientations = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, true );
 
-            for ( var i = 0, ul = orientations.length / 4; i < ul; i++ ) {
+            for ( var i = 0, ul = orientations.length; i < ul; i++ ) {
 
                 vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
                 vector.normalize();
@@ -318,7 +318,7 @@
             var delta = ( time - lastTime ) / 5000;
             tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
 
-            for ( var i = 0, ul = orientations.length / 4; i < ul; i++ ) {
+            for ( var i = 0, ul = orientations.length; i < ul; i++ ) {
                 var index = i * 4;
                 currentQ.set( orientations.array[index], orientations.array[index + 1], orientations.array[index + 2], orientations.array[index + 3] );
                 currentQ.multiply( tmpQ );
@@ -338,4 +338,4 @@
 
 
 
-</html>
+</html>