|
@@ -2242,13 +2242,13 @@ THREE.GLTFLoader = ( function () {
|
|
|
|
|
|
// Nothing in the node definition indicates whether it is a Bone or an
|
|
|
// Object3D. Use the skins' joint references to mark bones.
|
|
|
- for ( var i = 0; i < skins.length; i ++ ) {
|
|
|
+ for ( var skinIndex = 0; skinIndex < skins.length; skinIndex ++ ) {
|
|
|
|
|
|
- var joints = skins[ i ].joints;
|
|
|
+ var joints = skins[ skinIndex ].joints;
|
|
|
|
|
|
- for ( var j = 0; j < joints.length; ++ j ) {
|
|
|
+ for ( var i = 0; i < joints.length; ++ i ) {
|
|
|
|
|
|
- nodes[ joints[ j ] ].isBone = true;
|
|
|
+ nodes[ joints[ i ] ].isBone = true;
|
|
|
|
|
|
}
|
|
|
|
|
@@ -2259,9 +2259,9 @@ THREE.GLTFLoader = ( function () {
|
|
|
// references and rename instances below.
|
|
|
//
|
|
|
// Example: CesiumMilkTruck sample model reuses "Wheel" meshes.
|
|
|
- for ( var i = 0; i < nodes.length; i ++ ) {
|
|
|
+ for ( var nodeIndex = 0; nodeIndex < nodes.length; nodeIndex ++ ) {
|
|
|
|
|
|
- var nodeDef = nodes[ i ];
|
|
|
+ var nodeDef = nodes[ nodeIndex ];
|
|
|
|
|
|
if ( nodeDef.mesh !== undefined ) {
|
|
|
|