06wj 6 gadi atpakaļ
vecāks
revīzija
9baf5ef357
1 mainītis faili ar 17 papildinājumiem un 17 dzēšanām
  1. 17 17
      examples/js/loaders/KTXLoader.js

+ 17 - 17
examples/js/loaders/KTXLoader.js

@@ -69,23 +69,23 @@ var KhronosTextureContainer = ( function () {
 		}
 
 		// load the reset of the header in native 32 bit uint
-        const dataSize = Uint32Array.BYTES_PER_ELEMENT;
-        const headerDataView = new DataView(this.arrayBuffer, 12, 13 * dataSize);
-        const endianness = headerDataView.getUint32(0, true);
-        const littleEndian = endianness === 0x04030201;
-
-        this.glType = headerDataView.getUint32(1 * dataSize, littleEndian); // must be 0 for compressed textures
-        this.glTypeSize = headerDataView.getUint32(2 * dataSize, littleEndian); // must be 1 for compressed textures
-        this.glFormat = headerDataView.getUint32(3 * dataSize, littleEndian); // must be 0 for compressed textures
-        this.glInternalFormat = headerDataView.getUint32(4 * dataSize, littleEndian); // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
-        this.glBaseInternalFormat = headerDataView.getUint32(5 * dataSize, littleEndian); // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
-        this.pixelWidth = headerDataView.getUint32(6 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
-        this.pixelHeight = headerDataView.getUint32(7 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
-        this.pixelDepth = headerDataView.getUint32(8 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
-        this.numberOfArrayElements = headerDataView.getUint32(9 * dataSize, littleEndian); // used for texture arrays
-        this.numberOfFaces = headerDataView.getUint32(10 * dataSize, littleEndian); // used for cubemap textures, should either be 1 or 6
-        this.numberOfMipmapLevels = headerDataView.getUint32(11 * dataSize, littleEndian); // number of levels; disregard possibility of 0 for compressed textures
-        this.bytesOfKeyValueData = headerDataView.getUint32(12 * dataSize, littleEndian); // the amount of space after the header for meta-data
+		var dataSize = Uint32Array.BYTES_PER_ELEMENT;
+		var headerDataView = new DataView(this.arrayBuffer, 12, 13 * dataSize);
+		var endianness = headerDataView.getUint32(0, true);
+		var littleEndian = endianness === 0x04030201;
+
+		this.glType = headerDataView.getUint32(1 * dataSize, littleEndian); // must be 0 for compressed textures
+		this.glTypeSize = headerDataView.getUint32(2 * dataSize, littleEndian); // must be 1 for compressed textures
+		this.glFormat = headerDataView.getUint32(3 * dataSize, littleEndian); // must be 0 for compressed textures
+		this.glInternalFormat = headerDataView.getUint32(4 * dataSize, littleEndian); // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
+		this.glBaseInternalFormat = headerDataView.getUint32(5 * dataSize, littleEndian); // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
+		this.pixelWidth = headerDataView.getUint32(6 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
+		this.pixelHeight = headerDataView.getUint32(7 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
+		this.pixelDepth = headerDataView.getUint32(8 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
+		this.numberOfArrayElements = headerDataView.getUint32(9 * dataSize, littleEndian); // used for texture arrays
+		this.numberOfFaces = headerDataView.getUint32(10 * dataSize, littleEndian); // used for cubemap textures, should either be 1 or 6
+		this.numberOfMipmapLevels = headerDataView.getUint32(11 * dataSize, littleEndian); // number of levels; disregard possibility of 0 for compressed textures
+		this.bytesOfKeyValueData = headerDataView.getUint32(12 * dataSize, littleEndian); // the amount of space after the header for meta-data
 
 		// Make sure we have a compressed type.  Not only reduces work, but probably better to let dev know they are not compressing.
 		if ( this.glType !== 0 ) {