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Examples: Clean up

Mugen87 7 年之前
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7fcdd52234

+ 1 - 0
examples/files.js

@@ -72,6 +72,7 @@ var files = {
 		"webgl_lines_colors",
 		"webgl_lines_colors",
 		"webgl_lines_cubes",
 		"webgl_lines_cubes",
 		"webgl_lines_dashed",
 		"webgl_lines_dashed",
+		"webgl_lines_fat",
 		"webgl_lines_sphere",
 		"webgl_lines_sphere",
 		"webgl_lines_splines",
 		"webgl_lines_splines",
 		"webgl_loader_3ds",
 		"webgl_loader_3ds",

+ 1 - 1
examples/webgl_lines_fat.html

@@ -59,7 +59,7 @@
 
 
 			var line, wireframe, renderer, scene, camera, controls;
 			var line, wireframe, renderer, scene, camera, controls;
 			var line1, wireframe1;
 			var line1, wireframe1;
-			var renderStats;
+			var stats;
 			var gui;
 			var gui;
 
 
 			// viewport
 			// viewport

+ 1 - 1
examples/webgl_loader_gltf_extensions.html

@@ -392,7 +392,7 @@
 
 
 				if (chr == ' ') {
 				if (chr == ' ') {
 
 
-					index = cameraIndex + 1;
+					var index = cameraIndex + 1;
 					if (index > cameras.length)
 					if (index > cameras.length)
 					index = 0;
 					index = 0;
 					switchCamera(index);
 					switchCamera(index);

+ 2 - 2
examples/webgl_materials_curvature.html

@@ -253,7 +253,7 @@
 							// fit values to 0 and 1
 							// fit values to 0 and 1
 							Object.keys( curvatureDict ).forEach( function( key ) {
 							Object.keys( curvatureDict ).forEach( function( key ) {
 
 
-								val = Math.abs( curvatureDict[ key ] );
+								var val = Math.abs( curvatureDict[ key ] );
 								if ( val < min ) min = val;
 								if ( val < min ) min = val;
 								if ( val > max ) max = val;
 								if ( val > max ) max = val;
 
 
@@ -263,7 +263,7 @@
 
 
 							Object.keys( curvatureDict ).forEach( function( key ) {
 							Object.keys( curvatureDict ).forEach( function( key ) {
 
 
-								val = Math.abs( curvatureDict[ key ] );
+								var val = Math.abs( curvatureDict[ key ] );
 								if ( curvatureDict[ key ] < 0 ) {
 								if ( curvatureDict[ key ] < 0 ) {
 									curvatureDict[ key ] = (min - val) / range
 									curvatureDict[ key ] = (min - val) / range
 								} else {
 								} else {

+ 1 - 1
examples/webgl_materials_texture_partialupdate.html

@@ -62,7 +62,7 @@
 				diffuseMap.generateMipmaps = false;
 				diffuseMap.generateMipmaps = false;
 
 
 				var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
 				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 );
 				var mesh = new THREE.Mesh( geometry, material );
 				scene.add( mesh );
 				scene.add( mesh );

+ 1 - 1
examples/webgl_postprocessing_dof2.html

@@ -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 );
 				camera.add( mesh );
 
 
 
 

+ 0 - 2
examples/webgl_shaders_ocean.html

@@ -182,8 +182,6 @@
 
 
 				var gui = new dat.GUI();
 				var gui = new dat.GUI();
 
 
-				var uniforms = sky.material.uniforms;
-
 				var folder = gui.addFolder( 'Sky' );
 				var folder = gui.addFolder( 'Sky' );
 				folder.add( parameters, 'inclination', 0, 0.5, 0.0001 ).onChange( updateSun );
 				folder.add( parameters, 'inclination', 0, 0.5, 0.0001 ).onChange( updateSun );
 				folder.add( parameters, 'azimuth', 0, 1, 0.0001 ).onChange( updateSun );
 				folder.add( parameters, 'azimuth', 0, 1, 0.0001 ).onChange( updateSun );