@@ -72,6 +72,7 @@ var files = {
"webgl_lines_colors",
"webgl_lines_cubes",
"webgl_lines_dashed",
+ "webgl_lines_fat",
"webgl_lines_sphere",
"webgl_lines_splines",
"webgl_loader_3ds",
@@ -59,7 +59,7 @@
var line, wireframe, renderer, scene, camera, controls;
var line1, wireframe1;
- var renderStats;
+ var stats;
var gui;
// viewport
@@ -392,7 +392,7 @@
if (chr == ' ') {
- index = cameraIndex + 1;
+ var index = cameraIndex + 1;
if (index > cameras.length)
index = 0;
switchCamera(index);
@@ -253,7 +253,7 @@
// fit values to 0 and 1
Object.keys( curvatureDict ).forEach( function( key ) {
- val = Math.abs( curvatureDict[ key ] );
+ var val = Math.abs( curvatureDict[ key ] );
if ( val < min ) min = val;
if ( val > max ) max = val;
@@ -263,7 +263,7 @@
if ( curvatureDict[ key ] < 0 ) {
curvatureDict[ key ] = (min - val) / range
} else {
@@ -62,7 +62,7 @@
diffuseMap.generateMipmaps = false;
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
- material = new THREE.MeshBasicMaterial( { map: diffuseMap } );
+ var material = new THREE.MeshBasicMaterial( { map: diffuseMap } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
@@ -126,7 +126,7 @@ Use WEBGL Depth buffer support?
} );
- mesh = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 1000 ), material );
+ var mesh = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 1000 ), material );
camera.add( mesh );
@@ -182,8 +182,6 @@
var gui = new dat.GUI();
- var uniforms = sky.material.uniforms;
-
var folder = gui.addFolder( 'Sky' );
folder.add( parameters, 'inclination', 0, 0.5, 0.0001 ).onChange( updateSun );
folder.add( parameters, 'azimuth', 0, 1, 0.0001 ).onChange( updateSun );