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@@ -9944,7 +9944,7 @@ THREE.Geometry.prototype = {
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var indices = geometry.index !== null ? geometry.index.array : undefined;
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var attributes = geometry.attributes;
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- var vertices = attributes.position.array;
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+ var positions = attributes.position.array;
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var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
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var colors = attributes.color !== undefined ? attributes.color.array : undefined;
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var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
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@@ -9956,9 +9956,9 @@ THREE.Geometry.prototype = {
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var tempUVs = [];
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var tempUVs2 = [];
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- for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {
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+ for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
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- scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
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+ scope.vertices.push( new THREE.Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );
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if ( normals !== undefined ) {
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@@ -10007,7 +10007,7 @@ THREE.Geometry.prototype = {
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}
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- };
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+ }
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if ( indices !== undefined ) {
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@@ -10042,7 +10042,7 @@ THREE.Geometry.prototype = {
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} else {
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- for ( var i = 0; i < vertices.length / 3; i += 3 ) {
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+ for ( var i = 0; i < positions.length / 3; i += 3 ) {
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addFace( i, i + 1, i + 2 );
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@@ -23414,7 +23414,7 @@ THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n uniform
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// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
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-THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n uniform float shadowDarkness[ NUM_SHADOWS ];\n uniform mat4 shadowMatrix[ NUM_SHADOWS ];\n varying vec4 vShadowCoord[ NUM_SHADOWS ];\n#endif";
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+THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n uniform mat4 shadowMatrix[ NUM_SHADOWS ];\n varying vec4 vShadowCoord[ NUM_SHADOWS ];\n#endif\n";
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// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
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@@ -25369,14 +25369,14 @@ THREE.WebGLRenderer = function ( parameters ) {
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for ( var i = 0; i < 6; i ++ ) {
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_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
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- _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
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+ _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
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}
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} else {
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_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
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- _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
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+ _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
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}
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