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@@ -64,51 +64,48 @@
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scene = new THREE.Scene();
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- var segments = 10000;
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+ var segments = 10000;
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- var geometry = new THREE.BufferGeometry();
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- var material = new THREE.LineBasicMaterial({ vertexColors: true });
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+ var geometry = new THREE.BufferGeometry();
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+ var material = new THREE.LineBasicMaterial({ vertexColors: true });
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- geometry.attributes = {
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- position: {
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- itemSize: 3,
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- array: new Float32Array(segments * 3),
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- numItems: segments * 3
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- },
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- color: {
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- itemSize: 3,
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- array: new Float32Array(segments * 3),
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- numItems: segments * 3
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- }
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- };
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+ geometry.attributes = {
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+ position: {
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+ itemSize: 3,
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+ array: new Float32Array(segments * 3),
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+ numItems: segments * 3
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+ },
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+ color: {
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+ itemSize: 3,
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+ array: new Float32Array(segments * 3),
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+ numItems: segments * 3
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+ }
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+ };
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- var positions = geometry.attributes.position.array;
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- var colors = geometry.attributes.color.array;
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+ var positions = geometry.attributes.position.array;
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+ var colors = geometry.attributes.color.array;
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- var r = 800;
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-
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- for (i = 0; i < segments; i++) {
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+ var r = 800;
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- var lat = i/segments*Math.PI*2;
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- var lon = i/segments*Math.PI*2000;
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+ for ( var i = 0; i < segments; i ++ ) {
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- x = Math.random()*r-r/2;
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- y = Math.random()*r-r/2;
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- z = Math.random()*r-r/2;
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+ var x = Math.random() * r - r / 2;
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+ var y = Math.random() * r - r / 2;
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+ var z = Math.random() * r - r / 2;
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- // positions
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+ // positions
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- positions[ i*3 ] = x;
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- positions[ i*3 + 1 ] = y;
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- positions[ i*3 + 2 ] = z;
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+ positions[ i * 3 ] = x;
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+ positions[ i * 3 + 1 ] = y;
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+ positions[ i * 3 + 2 ] = z;
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- // colors
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+ // colors
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- colors[ i*3 ] = ( x / r ) + 0.5;
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- colors[ i*3 + 1 ] = ( y / r ) + 0.5;
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- colors[ i*3 + 2 ] = ( z / r ) + 0.5;
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+ colors[ i * 3 ] = ( x / r ) + 0.5;
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+ colors[ i * 3 + 1 ] = ( y / r ) + 0.5;
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+ colors[ i * 3 + 2 ] = ( z / r ) + 0.5;
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- }
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+ }
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geometry.computeBoundingSphere();
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