|
@@ -9,29 +9,48 @@
|
|
|
</head>
|
|
|
<body>
|
|
|
<h1>Draw Mode Constants</h1>
|
|
|
- <p>
|
|
|
- These are valid values for Mesh.drawMode, and control how the list of vertices is interpeted once sent to the GPU.</p>
|
|
|
- </p>
|
|
|
+
|
|
|
+ <div class="desc">
|
|
|
+ These are valid values for [page:Mesh.drawMode], and control how the list of vertices is interpeted once sent to the GPU.<br /><br />
|
|
|
+
|
|
|
+ Note that these only work when [page:Mesh.geometry] is a [page:BufferGeometry]. Changing this
|
|
|
+ when [page:Mesh.geometry] is a [page:Geometry] will have no effect.<br /><br />
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ </div>
|
|
|
+
|
|
|
<h2>Draw Modes</h2>
|
|
|
+
|
|
|
<code>
|
|
|
- THREE.TrianglesDrawMode<br />
|
|
|
+ THREE.TrianglesDrawMode
|
|
|
</code>
|
|
|
- <p>
|
|
|
- This is the default, and results in every three consecutive vertices (v0, v1, v2), (v2, v3, v5), ... being interpreted as a separate triangle. <br />
|
|
|
+ <div>
|
|
|
+ This is the default, and results in every three consecutive vertices (v0, v1, v2), (v2, v3, v5), ...
|
|
|
+ being interpreted as a separate triangle. <br />
|
|
|
If the number of vertices is not a multiple of 3, excess vertices are ignored.
|
|
|
- </p>
|
|
|
+ </div>
|
|
|
+
|
|
|
<code>
|
|
|
- THREE.TriangleStripDrawMode<br />
|
|
|
+ THREE.TriangleStripDrawMode
|
|
|
</code>
|
|
|
- <p>
|
|
|
- This will result in a series of triangles connected in a strip, given by (v0, v1, v2), (v2, v1, v3), (v2, v3, v4), ... so that every subsequent triangle shares two vertices with the previous triangle.
|
|
|
- </p>
|
|
|
+ <div>
|
|
|
+ This will result in a series of triangles connected in a strip, given by (v0, v1, v2), (v2, v1, v3), (v2, v3, v4), ...
|
|
|
+ so that every subsequent triangle shares two vertices with the previous triangle.
|
|
|
+ </div>
|
|
|
+
|
|
|
<code>
|
|
|
THREE.TriangleFanDrawMode
|
|
|
</code>
|
|
|
- <p>
|
|
|
- This will result in a series of triangles each sharing the first vertex (like a fan), given by (v0, v1, v2), (v0, v2, v3), (v0, v3, v4), ...
|
|
|
- </p>
|
|
|
+ <div>
|
|
|
+ This will result in a series of triangles each sharing the first vertex (like a fan),
|
|
|
+ given by (v0, v1, v2), (v0, v2, v3), (v0, v3, v4), ... <br /><br />
|
|
|
+
|
|
|
+ <em>Note:</em> As of [link:https://en.wikipedia.org/wiki/DirectX#DirectX_10 DirectX10], this mode is not supported. As Chrome and Firefox
|
|
|
+ render WebGL using [link:https://en.wikipedia.org/wiki/ANGLE_(software) ANGLE] on Windows,
|
|
|
+ internally this mode will be converted to a supported mode, which will likely lead to lowered
|
|
|
+ performance on those browsers.
|
|
|
+ </div>
|
|
|
|
|
|
|
|
|
<h2>Usage</h2>
|