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@@ -182,26 +182,11 @@ THREE.DecalGeometry = function( mesh, position, rotation, dimensions, check ) {
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for( var i = 0; i < mesh.geometry.faces.length; i++ ) {
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var f = mesh.geometry.faces[ i ];
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- var n = ( f instanceof THREE.Face3 ) ? 3 : 4;
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var vertices = [];
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- if( n === 3 ) {
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-
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- this.pushVertex( vertices, f[ this.faceIndices[ 0 ] ], f.vertexNormals[ 0 ] );
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- this.pushVertex( vertices, f[ this.faceIndices[ 1 ] ], f.vertexNormals[ 1 ] );
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- this.pushVertex( vertices, f[ this.faceIndices[ 2 ] ], f.vertexNormals[ 2 ] );
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-
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- } else {
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-
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- this.pushVertex( vertices, f[ this.faceIndices[ 0 ] ], f.vertexNormals[ 0 ] );
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- this.pushVertex( vertices, f[ this.faceIndices[ 1 ] ], f.vertexNormals[ 1 ] );
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- this.pushVertex( vertices, f[ this.faceIndices[ 2 ] ], f.vertexNormals[ 2 ] );
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-
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- this.pushVertex( vertices, f[ this.faceIndices[ 3 ] ], f.vertexNormals[ 3 ] );
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- this.pushVertex( vertices, f[ this.faceIndices[ 0 ] ], f.vertexNormals[ 0 ] );
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- this.pushVertex( vertices, f[ this.faceIndices[ 2 ] ], f.vertexNormals[ 2 ] );
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-
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- }
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+ this.pushVertex( vertices, f[ this.faceIndices[ 0 ] ], f.vertexNormals[ 0 ] );
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+ this.pushVertex( vertices, f[ this.faceIndices[ 1 ] ], f.vertexNormals[ 1 ] );
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+ this.pushVertex( vertices, f[ this.faceIndices[ 2 ] ], f.vertexNormals[ 2 ] );
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if( check.x ) {
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vertices = this.clipFace( vertices, new THREE.Vector3( 1, 0, 0 ) );
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