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Quick fix to make Editor and examples using BufferGeometry working again after EventTarget changes.

This will need some more thought, before we didn't really do anything about BufferGeometry deallocation.
alteredq 12 years ago
parent
commit
9d0dfbc566
4 changed files with 34276 additions and 34260 deletions
  1. 34132 34124
      build/three.js
  2. 135 135
      build/three.min.js
  3. 8 0
      src/core/BufferGeometry.js
  4. 1 1
      src/renderers/WebGLRenderer.js

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+ 34132 - 34124
build/three.js


File diff suppressed because it is too large
+ 135 - 135
build/three.min.js


+ 8 - 0
src/core/BufferGeometry.js

@@ -4,6 +4,8 @@
 
 
 THREE.BufferGeometry = function () {
 THREE.BufferGeometry = function () {
 
 
+	THREE.EventTarget.call( this );
+
 	this.id = THREE.GeometryIdCount ++;
 	this.id = THREE.GeometryIdCount ++;
 
 
 	// attributes
 	// attributes
@@ -540,6 +542,12 @@ THREE.BufferGeometry.prototype = {
 		this.hasTangents = true;
 		this.hasTangents = true;
 		this.tangentsNeedUpdate = true;
 		this.tangentsNeedUpdate = true;
 
 
+	},
+
+	deallocate: function () {
+
+		this.dispatchEvent( { type: 'deallocate' } );
+
 	}
 	}
 
 
 };
 };

+ 1 - 1
src/renderers/WebGLRenderer.js

@@ -5240,7 +5240,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 
 		if ( material.needsUpdate ) {
 		if ( material.needsUpdate ) {
 
 
-			if ( material.program ) _this.deallocateMaterial( material );
+			if ( material.program ) deallocateMaterial( material );
 
 
 			_this.initMaterial( material, lights, fog, object );
 			_this.initMaterial( material, lights, fog, object );
 			material.needsUpdate = false;
 			material.needsUpdate = false;

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