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@@ -35,7 +35,7 @@ This brings up a point, here's a diagram of a cube with one corner highlighted.
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Thinking about it that single corner needs a different normal for each face of the
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cube. It needs different UVs for each face as well. This points out the biggest difference
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-between `Geometry` and `BufferGeometry`. Nothing is shared with `BufferGeomtry`.
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+between `Geometry` and `BufferGeometry`. Nothing is shared with `BufferGeometry`.
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A single *vertex* is the combination of all of its parts. If a vertex needs any
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part to be different then it must be a different vertex.
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@@ -43,7 +43,7 @@ The truth is when you use `Geometry` three.js transforms it into this format.
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That is where the extra memory and time comes from when using `Geometry`. Extra
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memory for all the `Vector3`s, `Vector2`s, `Face3`s and array objects and then
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extra time to translate all of that data into parallel arrays in the form of
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-`BufferAtrribute`s like above. Somtimes that makes using `Geometry` easier.
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+`BufferAttribute`s like above. Somtimes that makes using `Geometry` easier.
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With `BufferGeometry` is up to us to supply the data already turned into this format.
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As a simple example let's make a cube using `BufferGeometry`. A cube is interesting
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@@ -146,13 +146,13 @@ and add it to the `BufferGeometry`.
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Note that the names are sigificant. You must name your attributes the names
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that match what three.js expects (unless you are creating a custom shader).
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In this case `position`, `normal`, and `uv`. If you want vertex colors then
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-name your attribtue `color`.
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+name your attribute `color`.
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Above we created 3 JavaScript native arrays, `positions`, `normals` and `uvs`.
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We then convert those into
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[TypedArrays](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray)
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of type `Float32Array`. A `BufferAttribute` requires a typedarray not a native
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-array. A `BufferAttribute` also requres you tell it how many components there
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+array. A `BufferAttribute` also requires you tell it how many components there
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are per vertex. For the positions and normals we have 3 components per vertex,
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x, y, and z. For the UVs we have 2, u and v.
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@@ -219,7 +219,7 @@ const vertices = [
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```
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So now we have 24 unique vertices. Then we specify 36 indices
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-for the 36 vertices we need drawn to make 12 triangles by calling `BufferGeometry.setIndex` with an array of indicies.
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+for the 36 vertices we need drawn to make 12 triangles by calling `BufferGeometry.setIndex` with an array of indices.
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```js
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geometry.addAttribute(
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@@ -327,7 +327,7 @@ geometry.setIndex([
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{{{example url="../threejs-custom-buffergeometry-cube-typedarrays.html"}}}
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-A good reason to use typedarrays is if you want to dyanmically update any
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+A good reason to use typedarrays is if you want to dynamically update any
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part of the vertices.
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I couldn't think of a really good example of dynamically updating the vertices
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