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Examples clean up.

Mr.doob 10 anos atrás
pai
commit
8465b81280

+ 0 - 1
examples/webgl_buffergeometry.html

@@ -23,7 +23,6 @@
 			}
 
 			a {
-
 				color: #0080ff;
 			}
 

+ 1 - 1
examples/webgl_buffergeometry_custom_attributes_particles.html

@@ -196,7 +196,7 @@
 
 			var size = geometry.attributes.size.array;
 
-			for( var i = 0; i < particles; i++ ) {
+			for ( var i = 0; i < particles; i++ ) {
 
 				size[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
 

+ 0 - 1
examples/webgl_buffergeometry_drawcalls.html

@@ -23,7 +23,6 @@
 			}
 
 			a {
-
 				color: #0080ff;
 			}
 

+ 175 - 177
examples/webgl_buffergeometry_instancing.html

@@ -1,274 +1,272 @@
 <!DOCTYPE html>
 <html lang="en">
 <head>
-    <title>three.js webgl - instancing test (single triangle)</title>
-    <meta charset="utf-8">
-    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-    <style>
-        body {
-            color: #ffffff;
-            font-family: Monospace;
-            font-size: 13px;
-            text-align: center;
-            font-weight: bold;
-            background-color: #000000;
-            margin: 0px;
-            overflow: hidden;
-        }
-
-        #info {
-            position: absolute;
-            top: 0px;
-            width: 100%;
-            padding: 5px;
-        }
-
-        a {
-            color: #ffffff;
-        }
-
-        #oldie a {
-            color: #da0;
-        }
-        #notSupported {
-          width: 50%;
-          margin: auto;
-          border: 2px red solid;
-          margin-top: 20px;
-          padding: 10px;
-        }
-    </style>
+	<title>three.js webgl - instancing test (single triangle)</title>
+	<meta charset="utf-8">
+	<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+	<style>
+		body {
+			color: #ffffff;
+			font-family: Monospace;
+			font-size: 13px;
+			text-align: center;
+			font-weight: bold;
+			background-color: #000000;
+			margin: 0px;
+			overflow: hidden;
+		}
+
+		#info {
+			position: absolute;
+			top: 0px;
+			width: 100%;
+			padding: 5px;
+		}
+
+		a {
+			color: #ffffff;
+		}
+
+		#oldie a {
+			color: #da0;
+		}
+
+		#notSupported {
+			width: 50%;
+			margin: auto;
+			border: 2px red solid;
+			margin-top: 20px;
+			padding: 10px;
+		}
+	</style>
 </head>
 <body>
 
-    <div id="container"></div>
-    <div id="info">
-        <a href="http://threejs.org" target="_blank">three.js</a> - instancing demo (single triangle)
-        <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
-    </div>
+	<div id="container"></div>
+	<div id="info">
+		<a href="http://threejs.org" target="_blank">three.js</a> - instancing demo (single triangle)
+		<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
+	</div>
 
-    <script src="js/libs/dat.gui.min.js"></script>
-    <script src="../build/three.min.js"></script>
-    <script src="js/Detector.js"></script>
-    <script src="js/libs/stats.min.js"></script>
+	<script src="js/libs/dat.gui.min.js"></script>
+	<script src="../build/three.min.js"></script>
+	<script src="js/Detector.js"></script>
+	<script src="js/libs/stats.min.js"></script>
 
-    <script id="vertexShader" type="x-shader/x-vertex">
-        precision highp float;
+	<script id="vertexShader" type="x-shader/x-vertex">
+		precision highp float;
 
-        uniform float sineTime;
+		uniform float sineTime;
 
-        uniform mat4 modelViewMatrix;
-        uniform mat4 projectionMatrix;
+		uniform mat4 modelViewMatrix;
+		uniform mat4 projectionMatrix;
 
-        attribute vec3 position;
-        attribute vec3 offset;
-        attribute vec4 color;
-        attribute vec4 orientationStart;
-        attribute vec4 orientationEnd;
+		attribute vec3 position;
+		attribute vec3 offset;
+		attribute vec4 color;
+		attribute vec4 orientationStart;
+		attribute vec4 orientationEnd;
 
-        varying vec3 vPosition;
-        varying vec4 vColor;
+		varying vec3 vPosition;
+		varying vec4 vColor;
 
-        void main()	{
+		void main()	{
 
-        vPosition = offset * max(abs(sineTime * 2.0 + 1.0), 0.5) + position;
-        vec4 orientation = normalize(mix(orientationStart, orientationEnd, sineTime));
-        vec3 vcV = cross(orientation.xyz, vPosition);
-        vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
+		vPosition = offset * max(abs(sineTime * 2.0 + 1.0), 0.5) + position;
+		vec4 orientation = normalize(mix(orientationStart, orientationEnd, sineTime));
+		vec3 vcV = cross(orientation.xyz, vPosition);
+		vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
 
-        vColor = color;
+		vColor = color;
 
-        gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 1.0 );
+		gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 1.0 );
 
-        }
+		}
 
-    </script>
+	</script>
 
-    <script id="fragmentShader" type="x-shader/x-fragment">
+	<script id="fragmentShader" type="x-shader/x-fragment">
 
-        precision highp float;
+		precision highp float;
 
-        uniform float time;
+		uniform float time;
 
-        varying vec3 vPosition;
-        varying vec4 vColor;
+		varying vec3 vPosition;
+		varying vec4 vColor;
 
-        void main()	{
+		void main()	{
 
-        vec4 color = vec4( vColor );
-        color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
+		vec4 color = vec4( vColor );
+		color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
 
-        gl_FragColor = color;
+		gl_FragColor = color;
 
-        }
+		}
 
-    </script>
+	</script>
 
-    <script>
+	<script>
 
-        if ( !Detector.webgl ) Detector.addGetWebGLMessage();
+		if ( !Detector.webgl ) Detector.addGetWebGLMessage();
 
-        var container, stats;
+		var container, stats;
 
-        var camera, scene, renderer;
+		var camera, scene, renderer;
 
-        init();
-        animate();
+		init();
+		animate();
 
-        function init() {
+		function init() {
 
-            container = document.getElementById( 'container' );
+			container = document.getElementById( 'container' );
 
-            camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
-            camera.position.z = 2;
+			camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
+			camera.position.z = 2;
 
-            scene = new THREE.Scene();
+			scene = new THREE.Scene();
 
-            // geometry
+			// geometry
 
-            var triangles = 1;
-            var instances = 65000;
+			var triangles = 1;
+			var instances = 65000;
 
-            var geometry = new THREE.InstancedBufferGeometry();
+			var geometry = new THREE.InstancedBufferGeometry();
 
-            geometry.maxInstancedCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
-            var gui = new dat.GUI();
-            gui.add( geometry, "maxInstancedCount", 0, 65000 );
+			geometry.maxInstancedCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
+			var gui = new dat.GUI();
+			gui.add( geometry, "maxInstancedCount", 0, 65000 );
 
-            var vertices = new THREE.BufferAttribute( new Float32Array( triangles * 3 * 3 ), 3 );
+			var vertices = new THREE.BufferAttribute( new Float32Array( triangles * 3 * 3 ), 3 );
 
-            vertices.setXYZ( 0, 0.025, -0.025, 0 );
-            vertices.setXYZ( 1, -0.025, 0.025, 0 );
-            vertices.setXYZ( 2, 0, 0, 0.025 );
+			vertices.setXYZ( 0, 0.025, -0.025, 0 );
+			vertices.setXYZ( 1, -0.025, 0.025, 0 );
+			vertices.setXYZ( 2, 0, 0, 0.025 );
 
-            geometry.addAttribute( 'position', vertices );
+			geometry.addAttribute( 'position', vertices );
 
-            var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1 );
+			var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1 );
 
-            for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
+			for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
 
-                offsets.setXYZ( i, Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
+				offsets.setXYZ( i, Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
 
-            }
+			}
 
-            geometry.addAttribute( 'offset', offsets );
+			geometry.addAttribute( 'offset', offsets );
 
-            var colors = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
+			var colors = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
 
-            for ( var i = 0, ul = colors.count; i < ul; i++ ) {
+			for ( var i = 0, ul = colors.count; i < ul; i++ ) {
 
-                colors.setXYZW( i, Math.random(), Math.random(), Math.random(), Math.random() );
+				colors.setXYZW( i, Math.random(), Math.random(), Math.random(), Math.random() );
 
-            }
+			}
 
-            geometry.addAttribute( 'color', colors );
+			geometry.addAttribute( 'color', colors );
 
-            var vector = new THREE.Vector4();
+			var vector = new THREE.Vector4();
 
-            var orientationsStart = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
+			var orientationsStart = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
 
-            for ( var i = 0, ul = orientationsStart.count; i < ul; i++ ) {
+			for ( var i = 0, ul = orientationsStart.count; i < ul; i++ ) {
 
-                vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
-                vector.normalize();
+				vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
+				vector.normalize();
 
-                orientationsStart.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
+				orientationsStart.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
 
-            }
+			}
 
-            geometry.addAttribute( 'orientationStart', orientationsStart );
+			geometry.addAttribute( 'orientationStart', orientationsStart );
 
-            var orientationsEnd = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
+			var orientationsEnd = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 );
 
-            for ( var i = 0, ul = orientationsEnd.count; i < ul; i++ ) {
+			for ( var i = 0, ul = orientationsEnd.count; i < ul; i++ ) {
 
-                vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
-                vector.normalize();
+				vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
+				vector.normalize();
 
-                orientationsEnd.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
+				orientationsEnd.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
 
-            }
+			}
 
-            geometry.addAttribute( 'orientationEnd', orientationsEnd );
+			geometry.addAttribute( 'orientationEnd', orientationsEnd );
 
-            // material
+			// material
 
-            var material = new THREE.RawShaderMaterial( {
+			var material = new THREE.RawShaderMaterial( {
 
-                uniforms: {
-                    time: { type: "f", value: 1.0 },
-                    sineTime: { type: "f", value: 1.0 }
-                },
-                vertexShader: document.getElementById( 'vertexShader' ).textContent,
-                fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
-                side: THREE.DoubleSide,
-                transparent: true
+				uniforms: {
+					time: { type: "f", value: 1.0 },
+					sineTime: { type: "f", value: 1.0 }
+				},
+				vertexShader: document.getElementById( 'vertexShader' ).textContent,
+				fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
+				side: THREE.DoubleSide,
+				transparent: true
 
-            } );
+			} );
 
-            var mesh = new THREE.Mesh( geometry, material );
-            scene.add( mesh );
+			var mesh = new THREE.Mesh( geometry, material );
+			scene.add( mesh );
 
-            renderer = new THREE.WebGLRenderer();
+			renderer = new THREE.WebGLRenderer();
 
-            if ( !renderer.supportsInstancedArrays ) {
-                document.getElementById( "notSupported" ).style.display = "";
-                return;
-            }
+			if ( !renderer.supportsInstancedArrays ) {
+				document.getElementById( "notSupported" ).style.display = "";
+				return;
+			}
 
-            renderer.setClearColor( 0x101010 );
-            renderer.setPixelRatio( window.devicePixelRatio );
-            renderer.setSize( window.innerWidth, window.innerHeight );
-            container.appendChild( renderer.domElement );
+			renderer.setClearColor( 0x101010 );
+			renderer.setPixelRatio( window.devicePixelRatio );
+			renderer.setSize( window.innerWidth, window.innerHeight );
+			container.appendChild( renderer.domElement );
 
-            stats = new Stats();
-            stats.domElement.style.position = 'absolute';
-            stats.domElement.style.top = '0px';
-            container.appendChild( stats.domElement );
+			stats = new Stats();
+			stats.domElement.style.position = 'absolute';
+			stats.domElement.style.top = '0px';
+			container.appendChild( stats.domElement );
 
-            window.addEventListener( 'resize', onWindowResize, false );
+			window.addEventListener( 'resize', onWindowResize, false );
 
-        }
+		}
 
-        function onWindowResize( event ) {
+		function onWindowResize( event ) {
 
-            camera.aspect = window.innerWidth / window.innerHeight;
-            camera.updateProjectionMatrix();
+			camera.aspect = window.innerWidth / window.innerHeight;
+			camera.updateProjectionMatrix();
 
-            renderer.setSize( window.innerWidth, window.innerHeight );
+			renderer.setSize( window.innerWidth, window.innerHeight );
 
-        }
+		}
 
-        //
+		//
 
-        function animate() {
+		function animate() {
 
-            requestAnimationFrame( animate );
+			requestAnimationFrame( animate );
 
-            render();
-            stats.update();
+			render();
+			stats.update();
 
-        }
+		}
 
-        var lastTime = 0;
+		function render() {
 
-        function render() {
+			var time = performance.now();
 
-            var time = performance.now();
 
+			var object = scene.children[0];
 
-            var object = scene.children[0];
+			object.rotation.y = time * 0.0005;
+			object.material.uniforms.time.value = time * 0.005;
+			object.material.uniforms.sineTime.value = Math.sin( object.material.uniforms.time.value * 0.05 );
 
-            object.rotation.y = time * 0.0005;
-            object.material.uniforms.time.value = time * 0.005;
-            object.material.uniforms.sineTime.value = Math.sin( object.material.uniforms.time.value * 0.05 );
+			renderer.render( scene, camera );
 
-            renderer.render( scene, camera );
+		}
 
-            lastTime = time;
-        }
-
-    </script>
+	</script>
 
 </body>
 

+ 6 - 5
examples/webgl_buffergeometry_instancing_dynamic.html

@@ -30,12 +30,13 @@
 		#oldie a {
 			color: #da0;
 		}
+
 		#notSupported {
-		  width: 50%;
-		  margin: auto;
-		  border: 2px red solid;
-		  margin-top: 20px;
-		  padding: 10px;
+			width: 50%;
+			margin: auto;
+			border: 2px red solid;
+			margin-top: 20px;
+			padding: 10px;
 		}
 	</style>
 </head>

+ 223 - 223
examples/webgl_buffergeometry_instancing_interleaved_dynamic.html

@@ -1,309 +1,309 @@
 <!DOCTYPE html>
 <html lang="en">
 <head>
-    <title>three.js webgl - indexed instancing (single box), interleaved buffers, dynamic updates</title>
-    <meta charset="utf-8">
-    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-    <style>
-        body {
-            color: #ffffff;
-            font-family: Monospace;
-            font-size: 13px;
-            text-align: center;
-            font-weight: bold;
-            background-color: #000000;
-            margin: 0px;
-            overflow: hidden;
-        }
-
-        #info {
-            position: absolute;
-            top: 0px;
-            width: 100%;
-            padding: 5px;
-        }
-
-        a {
-            color: #ffffff;
-        }
-
-        #oldie a {
-            color: #da0;
-        }
-
-        #notSupported {
-            width: 50%;
-            margin: auto;
-            border: 2px red solid;
-            margin-top: 20px;
-            padding: 10px;
-        }
-    </style>
+	<title>three.js webgl - indexed instancing (single box), interleaved buffers, dynamic updates</title>
+	<meta charset="utf-8">
+	<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+	<style>
+		body {
+			color: #ffffff;
+			font-family: Monospace;
+			font-size: 13px;
+			text-align: center;
+			font-weight: bold;
+			background-color: #000000;
+			margin: 0px;
+			overflow: hidden;
+		}
+
+		#info {
+			position: absolute;
+			top: 0px;
+			width: 100%;
+			padding: 5px;
+		}
+
+		a {
+			color: #ffffff;
+		}
+
+		#oldie a {
+			color: #da0;
+		}
+
+		#notSupported {
+			width: 50%;
+			margin: auto;
+			border: 2px red solid;
+			margin-top: 20px;
+			padding: 10px;
+		}
+	</style>
 </head>
 <body>
 
-    <div id="container"></div>
-    <div id="info">
-        <a href="http://threejs.org" target="_blank">three.js</a> - indexed instancing (single box), interleaved buffers, dynamic updates
-        <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
-    </div>
+	<div id="container"></div>
+	<div id="info">
+		<a href="http://threejs.org" target="_blank">three.js</a> - indexed instancing (single box), interleaved buffers, dynamic updates
+		<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
+	</div>
 
-    <script src="../build/three.min.js"></script>
+	<script src="../build/three.min.js"></script>
 
-    <script src="js/Detector.js"></script>
-    <script src="js/libs/stats.min.js"></script>
+	<script src="js/Detector.js"></script>
+	<script src="js/libs/stats.min.js"></script>
 
-    <script id="vertexShader" type="x-shader/x-vertex">
-        precision highp float;
+	<script id="vertexShader" type="x-shader/x-vertex">
+		precision highp float;
 
-        uniform mat4 modelViewMatrix;
-        uniform mat4 projectionMatrix;
+		uniform mat4 modelViewMatrix;
+		uniform mat4 projectionMatrix;
 
-        attribute vec3 position;
-        attribute vec3 offset;
-        attribute vec2 uv;
-        attribute vec4 orientation;
+		attribute vec3 position;
+		attribute vec3 offset;
+		attribute vec2 uv;
+		attribute vec4 orientation;
 
-        varying vec2 vUv;
+		varying vec2 vUv;
 
-        void main()	{
+		void main()	{
 
-        vec3 vPosition = position;
-        vec3 vcV = cross(orientation.xyz, vPosition);
-        vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
+		vec3 vPosition = position;
+		vec3 vcV = cross(orientation.xyz, vPosition);
+		vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
 
-        vUv = uv;
+		vUv = uv;
 
-        gl_Position = projectionMatrix * modelViewMatrix * vec4( offset + vPosition, 1.0 );
+		gl_Position = projectionMatrix * modelViewMatrix * vec4( offset + vPosition, 1.0 );
 
-        }
+		}
 
-    </script>
+	</script>
 
-    <script id="fragmentShader" type="x-shader/x-fragment">
-        precision highp float;
+	<script id="fragmentShader" type="x-shader/x-fragment">
+		precision highp float;
 
-        uniform sampler2D map;
+		uniform sampler2D map;
 
-        varying vec2 vUv;
+		varying vec2 vUv;
 
-        void main()	{
+		void main()	{
 
-        gl_FragColor = texture2D(map, vUv);
+		gl_FragColor = texture2D(map, vUv);
 
-        }
+		}
 
-    </script>
+	</script>
 
-    <script>
+	<script>
 
-    if ( !Detector.webgl ) Detector.addGetWebGLMessage();
+	if ( !Detector.webgl ) Detector.addGetWebGLMessage();
 
-    var container, stats;
+	var container, stats;
 
-    var camera, scene, renderer;
-    var orientations, instanceBuffer;
+	var camera, scene, renderer;
+	var orientations, instanceBuffer;
 
 
-    function init() {
+	function init() {
 
-        container = document.getElementById( 'container' );
+		container = document.getElementById( 'container' );
 
-        camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
-        //camera.position.z = 20;
+		camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
+		//camera.position.z = 20;
 
-        renderer = new THREE.WebGLRenderer();
-        scene = new THREE.Scene();
+		renderer = new THREE.WebGLRenderer();
+		scene = new THREE.Scene();
 
-        // geometry
+		// geometry
 
-        var instances = 5000;
+		var instances = 5000;
 
-        var geometry = new THREE.InstancedBufferGeometry();
+		var geometry = new THREE.InstancedBufferGeometry();
 
-        // per mesh data x,y,z,w,u,v,s,t for 4-element alignment
-        // only use x,y,z and u,v; but x, y, z, nx, ny, nz, u, v would be a good layout
-        var vertexBuffer = new THREE.InterleavedBuffer( new Float32Array( [
-            // Front
-            -1, 1, 1, 0, 0, 0, 0, 0,
-            1, 1, 1, 0, 1, 0, 0, 0,
-            -1, -1, 1, 0, 0, 1, 0, 0,
-            1, -1, 1, 0, 1, 1, 0, 0,
-            // Back
-            1, 1, -1, 0, 1, 0, 0, 0,
-            -1, 1, -1, 0, 0, 0, 0, 0,
-            1, -1, -1, 0, 1, 1, 0, 0,
-            -1, -1, -1, 0, 0, 1, 0, 0,
-            // Left
-            -1, 1, -1, 0, 1, 1, 0, 0,
-            -1, 1, 1, 0, 1, 0, 0, 0,
-            -1, -1, -1, 0, 0, 1, 0, 0,
-            -1, -1, 1, 0, 0, 0, 0, 0,
-            // Right
-            1, 1, 1, 0, 1, 0, 0, 0,
-            1, 1, -1, 0, 1, 1, 0, 0,
-            1, -1, 1, 0, 0, 0, 0, 0,
-            1, -1, -1, 0, 0, 1, 0, 0,
-            // Top
-            -1, 1, 1, 0, 0, 0, 0, 0,
-            1, 1, 1, 0, 1, 0, 0, 0,
-            -1, 1, -1, 0, 0, 1, 0, 0,
-            1, 1, -1, 0, 1, 1, 0, 0,
-            // Bottom
-            1, -1, 1, 0, 1, 0, 0, 0,
-            -1, -1, 1, 0, 0, 0, 0, 0,
-            1, -1, -1, 0, 1, 1, 0, 0,
-            -1, -1, -1, 0, 0, 1, 0, 0,
-        ] ), 8 );
+		// per mesh data x,y,z,w,u,v,s,t for 4-element alignment
+		// only use x,y,z and u,v; but x, y, z, nx, ny, nz, u, v would be a good layout
+		var vertexBuffer = new THREE.InterleavedBuffer( new Float32Array( [
+			// Front
+			-1, 1, 1, 0, 0, 0, 0, 0,
+			1, 1, 1, 0, 1, 0, 0, 0,
+			-1, -1, 1, 0, 0, 1, 0, 0,
+			1, -1, 1, 0, 1, 1, 0, 0,
+			// Back
+			1, 1, -1, 0, 1, 0, 0, 0,
+			-1, 1, -1, 0, 0, 0, 0, 0,
+			1, -1, -1, 0, 1, 1, 0, 0,
+			-1, -1, -1, 0, 0, 1, 0, 0,
+			// Left
+			-1, 1, -1, 0, 1, 1, 0, 0,
+			-1, 1, 1, 0, 1, 0, 0, 0,
+			-1, -1, -1, 0, 0, 1, 0, 0,
+			-1, -1, 1, 0, 0, 0, 0, 0,
+			// Right
+			1, 1, 1, 0, 1, 0, 0, 0,
+			1, 1, -1, 0, 1, 1, 0, 0,
+			1, -1, 1, 0, 0, 0, 0, 0,
+			1, -1, -1, 0, 0, 1, 0, 0,
+			// Top
+			-1, 1, 1, 0, 0, 0, 0, 0,
+			1, 1, 1, 0, 1, 0, 0, 0,
+			-1, 1, -1, 0, 0, 1, 0, 0,
+			1, 1, -1, 0, 1, 1, 0, 0,
+			// Bottom
+			1, -1, 1, 0, 1, 0, 0, 0,
+			-1, -1, 1, 0, 0, 0, 0, 0,
+			1, -1, -1, 0, 1, 1, 0, 0,
+			-1, -1, -1, 0, 0, 1, 0, 0,
+		] ), 8 );
 
-        // Use vertexBuffer, starting at offset 0, 3 items in position attribute
-        var positions = new THREE.InterleavedBufferAttribute( vertexBuffer, 3, 0 );
-        geometry.addAttribute( 'position', positions );
-        // Use vertexBuffer, starting at offset 4, 2 items in uv attribute
-        var uvs = new THREE.InterleavedBufferAttribute( vertexBuffer, 2, 4 );
-        geometry.addAttribute( 'uv', uvs );
+		// Use vertexBuffer, starting at offset 0, 3 items in position attribute
+		var positions = new THREE.InterleavedBufferAttribute( vertexBuffer, 3, 0 );
+		geometry.addAttribute( 'position', positions );
+		// Use vertexBuffer, starting at offset 4, 2 items in uv attribute
+		var uvs = new THREE.InterleavedBufferAttribute( vertexBuffer, 2, 4 );
+		geometry.addAttribute( 'uv', uvs );
 
-        var indices = new Uint16Array( [
-            0, 1, 2,
-            2, 1, 3,
-            4, 5, 6,
-            6, 5, 7,
-            8, 9, 10,
-            10, 9, 11,
-            12, 13, 14,
-            14, 13, 15,
-            16, 17, 18,
-            18, 17, 19,
-            20, 21, 22,
-            22, 21, 23
-        ] );
+		var indices = new Uint16Array( [
+			0, 1, 2,
+			2, 1, 3,
+			4, 5, 6,
+			6, 5, 7,
+			8, 9, 10,
+			10, 9, 11,
+			12, 13, 14,
+			14, 13, 15,
+			16, 17, 18,
+			18, 17, 19,
+			20, 21, 22,
+			22, 21, 23
+		] );
 
-        geometry.addAttribute( 'index', new THREE.IndexBufferAttribute( indices, 1 ) );
+		geometry.addAttribute( 'index', new THREE.IndexBufferAttribute( indices, 1 ) );
 
-        // per instance data
-        instanceBuffer = new THREE.InstancedInterleavedBuffer( new Float32Array( instances * 8 ), 8, 1 ).setDynamic( true );
-        var offsets = new THREE.InterleavedBufferAttribute( instanceBuffer, 3, 0 );
+		// per instance data
+		instanceBuffer = new THREE.InstancedInterleavedBuffer( new Float32Array( instances * 8 ), 8, 1 ).setDynamic( true );
+		var offsets = new THREE.InterleavedBufferAttribute( instanceBuffer, 3, 0 );
 
-        var vector = new THREE.Vector4();
-        for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
-            var x = Math.random() * 100 - 50;
-            var y = Math.random() * 100 - 50;
-            var z = Math.random() * 100 - 50;
-            vector.set( x, y, z, 0 ).normalize();
-            // move out at least 5 units from center in current direction
-            offsets.setXYZ( i, x + vector.x * 5, y + vector.y * 5, z + vector.z * 5 );
+		var vector = new THREE.Vector4();
+		for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
+			var x = Math.random() * 100 - 50;
+			var y = Math.random() * 100 - 50;
+			var z = Math.random() * 100 - 50;
+			vector.set( x, y, z, 0 ).normalize();
+			// move out at least 5 units from center in current direction
+			offsets.setXYZ( i, x + vector.x * 5, y + vector.y * 5, z + vector.z * 5 );
 
-        }
+		}
 
-        geometry.addAttribute( 'offset', offsets ); // per mesh translation
+		geometry.addAttribute( 'offset', offsets ); // per mesh translation
 
-        orientations = new THREE.InterleavedBufferAttribute( instanceBuffer, 4, 4 );
+		orientations = new THREE.InterleavedBufferAttribute( instanceBuffer, 4, 4 );
 
-        for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
+		for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
 
-            vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
-            vector.normalize();
+			vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
+			vector.normalize();
 
-            orientations.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
+			orientations.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
 
-        }
+		}
 
-        geometry.addAttribute( 'orientation', orientations ); // per mesh orientation
+		geometry.addAttribute( 'orientation', orientations ); // per mesh orientation
 
-        // material
-        var texture = THREE.ImageUtils.loadTexture( 'textures/crate.gif' );
-        texture.anisotropy = renderer.getMaxAnisotropy();
+		// material
+		var texture = THREE.ImageUtils.loadTexture( 'textures/crate.gif' );
+		texture.anisotropy = renderer.getMaxAnisotropy();
 
-        var material = new THREE.RawShaderMaterial( {
+		var material = new THREE.RawShaderMaterial( {
 
-            uniforms: {
-                map: { type: "t", value: texture }
-            },
-            vertexShader: document.getElementById( 'vertexShader' ).textContent,
-            fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
-            side: THREE.DoubleSide,
-            transparent: false
+			uniforms: {
+				map: { type: "t", value: texture }
+			},
+			vertexShader: document.getElementById( 'vertexShader' ).textContent,
+			fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
+			side: THREE.DoubleSide,
+			transparent: false
 
-        } );
+		} );
 
-        var mesh = new THREE.Mesh( geometry, material );
-        mesh.frustumCulled = false;
-        scene.add( mesh );
+		var mesh = new THREE.Mesh( geometry, material );
+		mesh.frustumCulled = false;
+		scene.add( mesh );
 
 
-        if ( !renderer.supportsInstancedArrays ) {
-            document.getElementById( "notSupported" ).style.display = "";
-            return;
-        }
+		if ( !renderer.supportsInstancedArrays ) {
+			document.getElementById( "notSupported" ).style.display = "";
+			return;
+		}
 
-        renderer.setClearColor( 0x101010 );
-        renderer.setPixelRatio( window.devicePixelRatio );
-        renderer.setSize( window.innerWidth, window.innerHeight );
-        container.appendChild( renderer.domElement );
+		renderer.setClearColor( 0x101010 );
+		renderer.setPixelRatio( window.devicePixelRatio );
+		renderer.setSize( window.innerWidth, window.innerHeight );
+		container.appendChild( renderer.domElement );
 
-        stats = new Stats();
-        stats.domElement.style.position = 'absolute';
-        stats.domElement.style.top = '0px';
-        container.appendChild( stats.domElement );
+		stats = new Stats();
+		stats.domElement.style.position = 'absolute';
+		stats.domElement.style.top = '0px';
+		container.appendChild( stats.domElement );
 
-        window.addEventListener( 'resize', onWindowResize, false );
+		window.addEventListener( 'resize', onWindowResize, false );
 
-    }
+	}
 
-    function onWindowResize( event ) {
+	function onWindowResize( event ) {
 
-        camera.aspect = window.innerWidth / window.innerHeight;
-        camera.updateProjectionMatrix();
+		camera.aspect = window.innerWidth / window.innerHeight;
+		camera.updateProjectionMatrix();
 
-        renderer.setSize( window.innerWidth, window.innerHeight );
+		renderer.setSize( window.innerWidth, window.innerHeight );
 
-    }
+	}
 
-    //
+	//
 
-    function animate() {
+	function animate() {
 
-        requestAnimationFrame( animate );
+		requestAnimationFrame( animate );
 
-        render();
-        stats.update();
+		render();
+		stats.update();
 
-    }
+	}
 
-    var lastTime = 0;
+	var lastTime = 0;
 
-    var moveQ = ( new THREE.Quaternion( .5, .5, .5, 0.0 ) ).normalize();
-    var tmpQ = new THREE.Quaternion();
-    var currentQ = new THREE.Quaternion();
-    function render() {
+	var moveQ = ( new THREE.Quaternion( .5, .5, .5, 0.0 ) ).normalize();
+	var tmpQ = new THREE.Quaternion();
+	var currentQ = new THREE.Quaternion();
+	function render() {
 
-        var time = performance.now();
+		var time = performance.now();
 
 
-        var object = scene.children[0];
+		var object = scene.children[0];
 
-        object.rotation.y = time * 0.00005;
+		object.rotation.y = time * 0.00005;
 
-        renderer.render( scene, camera );
+		renderer.render( scene, camera );
 
-        var delta = ( time - lastTime ) / 5000;
-        tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
+		var delta = ( time - lastTime ) / 5000;
+		tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
 
-        for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
-            var index = i * instanceBuffer.stride + orientations.offset;
-            currentQ.set( instanceBuffer.array[index], instanceBuffer.array[index + 1], instanceBuffer.array[index + 2], instanceBuffer.array[index + 3] );
-            currentQ.multiply( tmpQ );
+		for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
+			var index = i * instanceBuffer.stride + orientations.offset;
+			currentQ.set( instanceBuffer.array[index], instanceBuffer.array[index + 1], instanceBuffer.array[index + 2], instanceBuffer.array[index + 3] );
+			currentQ.multiply( tmpQ );
 
-            orientations.setXYZW( i, currentQ.x, currentQ.y, currentQ.z, currentQ.w );
+			orientations.setXYZW( i, currentQ.x, currentQ.y, currentQ.z, currentQ.w );
 
-        }
-        instanceBuffer.needsUpdate = true;
-        lastTime = time;
-    }
+		}
+		instanceBuffer.needsUpdate = true;
+		lastTime = time;
+	}
 
-    init();
-    animate();
-    </script>
+	init();
+	animate();
+	</script>
 
 </body>
 

+ 0 - 1
examples/webgl_buffergeometry_lines.html

@@ -23,7 +23,6 @@
 			}
 
 			a {
-
 				color: #0080ff;
 			}
 

+ 0 - 1
examples/webgl_buffergeometry_lines_indexed.html

@@ -23,7 +23,6 @@
 			}
 
 			a {
-
 				color: #0080ff;
 			}
 

+ 0 - 1
examples/webgl_buffergeometry_particles.html

@@ -23,7 +23,6 @@
 			}
 
 			a {
-
 				color: #0080ff;
 			}
 		</style>

+ 0 - 1
examples/webgl_buffergeometry_rawshader.html

@@ -24,7 +24,6 @@
 			}
 
 			a {
-
 				color: #ffffff;
 			}
 

+ 0 - 1
examples/webgl_buffergeometry_uint.html

@@ -23,7 +23,6 @@
 			}
 
 			a {
-
 				color: #0080ff;
 			}