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+<!DOCTYPE html>
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+<html lang="ko">
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+ <head>
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+ <meta charset="utf-8" />
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+ <base href="../../../" />
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+ <script src="page.js"></script>
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+ <link type="text/css" rel="stylesheet" href="page.css" />
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+ </head>
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+ <body>
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+ <h1>Buffer Attribute Usage Constants</h1>
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+
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+ <p>
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+ 사용 상수를 사용하여 성능을 최적화하기 위해 지오메트리 버퍼 속성을 사용하는 방법에 대한 힌트를 API에 제공할 수 있습니다.
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+ </p>
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+
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+ <h2>코드 예제</h2>
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+
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+ <code>
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+ const geometry = new THREE.BufferGeometry();
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+ const positionAttribute = new THREE.BufferAttribute( array, 3 , false );
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+ positionAttribute.setUsage( THREE.DynamicDrawUsage );
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+ geometry.setAttribute( 'position', positionAttribute );
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+ </code>
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+
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+ <h2>예제</h2>
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+ <p>[example:webgl_buffergeometry_drawrange materials / buffergeometry / drawrange ]</p>
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+
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+ <h2>Geometry Usage</h2>
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+ <code>
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+ THREE.StaticDrawUsage
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+ THREE.DynamicDrawUsage
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+ THREE.StreamDrawUsage
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+
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+ THREE.StaticReadUsage
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+ THREE.DynamicReadUsage
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+ THREE.StreamReadUsage
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+
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+ THREE.StaticCopyUsage
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+ THREE.DynamicCopyUsage
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+ THREE.StreamCopyUsage
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+ </code>
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+
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+ 이러한 각 상수에 대한 자세한 내용은 [link:https://www.khronos.org/opengl/wiki/Buffer_Object#Buffer_Object_Usage this OpenGL documentation]를 참조하세요.
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+
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+ <h2>소스코드</h2>
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+
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+ <p>
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+ [link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
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+ </p>
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+ </body>
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+</html>
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