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@@ -153,9 +153,9 @@ THREE.WebGLRenderer = function ( parameters ) {
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v2 = object.geometry.vertices[ face.b ].position;
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v3 = object.geometry.vertices[ face.c ].position;
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- vertexArray.push( v1.x, v1.y, v1.z );
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- vertexArray.push( v2.x, v2.y, v2.z );
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- vertexArray.push( v3.x, v3.y, v3.z );
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+ vertexArray.push( v1.x, v1.y, v1.z,
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+ v2.x, v2.y, v2.z,
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+ v3.x, v3.y, v3.z );
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if ( object.geometry.hasTangents ) {
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@@ -163,9 +163,9 @@ THREE.WebGLRenderer = function ( parameters ) {
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t2 = object.geometry.vertices[ face.b ].tangent;
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t3 = object.geometry.vertices[ face.c ].tangent;
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- tangentArray.push( t1.x, t1.y, t1.z, t1.w );
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- tangentArray.push( t2.x, t2.y, t2.z, t2.w );
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- tangentArray.push( t3.x, t3.y, t3.z, t3.w );
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+ tangentArray.push( t1.x, t1.y, t1.z, t1.w,
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+ t2.x, t2.y, t2.z, t2.w,
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+ t3.x, t3.y, t3.z, t3.w );
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}
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@@ -202,9 +202,9 @@ THREE.WebGLRenderer = function ( parameters ) {
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// TODO: don't add lines that already exist (faces sharing edge)
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- lineArray.push( vertexIndex, vertexIndex + 1 );
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- lineArray.push( vertexIndex, vertexIndex + 2 );
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- lineArray.push( vertexIndex + 1, vertexIndex + 2 );
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+ lineArray.push( vertexIndex, vertexIndex + 1,
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+ vertexIndex, vertexIndex + 2,
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+ vertexIndex + 1, vertexIndex + 2 );
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vertexIndex += 3;
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@@ -215,10 +215,10 @@ THREE.WebGLRenderer = function ( parameters ) {
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v3 = object.geometry.vertices[ face.c ].position;
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v4 = object.geometry.vertices[ face.d ].position;
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- vertexArray.push( v1.x, v1.y, v1.z );
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- vertexArray.push( v2.x, v2.y, v2.z );
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- vertexArray.push( v3.x, v3.y, v3.z );
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- vertexArray.push( v4.x, v4.y, v4.z );
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+ vertexArray.push( v1.x, v1.y, v1.z,
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+ v2.x, v2.y, v2.z,
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+ v3.x, v3.y, v3.z,
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+ v4.x, v4.y, v4.z );
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if ( object.geometry.hasTangents ) {
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@@ -227,10 +227,10 @@ THREE.WebGLRenderer = function ( parameters ) {
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t3 = object.geometry.vertices[ face.c ].tangent;
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t4 = object.geometry.vertices[ face.d ].tangent;
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- tangentArray.push( t1.x, t1.y, t1.z, t1.w );
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- tangentArray.push( t2.x, t2.y, t2.z, t2.w );
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- tangentArray.push( t3.x, t3.y, t3.z, t3.w );
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- tangentArray.push( t4.x, t4.y, t4.z, t4.w );
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+ tangentArray.push( t1.x, t1.y, t1.z, t1.w,
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+ t2.x, t2.y, t2.z, t2.w,
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+ t3.x, t3.y, t3.z, t3.w,
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+ t4.x, t4.y, t4.z, t4.w );
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}
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@@ -262,16 +262,16 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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- faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
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- faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 );
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+ faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2,
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+ vertexIndex, vertexIndex + 2, vertexIndex + 3 );
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// TODO: don't add lines that already exist (faces sharing edge)
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- lineArray.push( vertexIndex, vertexIndex + 1 );
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- lineArray.push( vertexIndex, vertexIndex + 2 );
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- lineArray.push( vertexIndex, vertexIndex + 3 );
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- lineArray.push( vertexIndex + 1, vertexIndex + 2 );
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- lineArray.push( vertexIndex + 2, vertexIndex + 3 );
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+ lineArray.push( vertexIndex, vertexIndex + 1,
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+ vertexIndex, vertexIndex + 2,
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+ vertexIndex, vertexIndex + 3,
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+ vertexIndex + 1, vertexIndex + 2,
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+ vertexIndex + 2, vertexIndex + 3 );
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vertexIndex += 4;
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@@ -1032,8 +1032,8 @@ THREE.WebGLRenderer = function ( parameters ) {
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"void main() {",
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- "vec4 mapColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
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- "vec4 cubeColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
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+ "vec4 mapColor = vec4( 1.0 );",
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+ "vec4 cubeColor = vec4( 1.0 );",
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// diffuse map
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@@ -1066,8 +1066,8 @@ THREE.WebGLRenderer = function ( parameters ) {
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"#if MAX_POINT_LIGHTS > 0",
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- "vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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- "vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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+ "vec4 pointDiffuse = vec4( 0.0 );",
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+ "vec4 pointSpecular = vec4( 0.0 );",
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"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
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@@ -1101,8 +1101,8 @@ THREE.WebGLRenderer = function ( parameters ) {
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"#if MAX_DIR_LIGHTS > 0",
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- "vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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- "vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );" ,
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+ "vec4 dirDiffuse = vec4( 0.0 );",
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+ "vec4 dirSpecular = vec4( 0.0 );" ,
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"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
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@@ -1834,7 +1834,7 @@ THREE.Snippets = {
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"if ( !enableLighting ) {",
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- "vLightWeighting = vec3( 1.0, 1.0, 1.0 );",
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+ "vLightWeighting = vec3( 1.0 );",
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"} else {",
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@@ -1970,8 +1970,8 @@ THREE.ShaderLib = {
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"void main() {",
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"vec4 mColor = vec4( color, opacity );",
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- "vec4 mapColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
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- "vec4 cubeColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
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+ "vec4 mapColor = vec4( 1.0 );",
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+ "vec4 cubeColor = vec4( 1.0 );",
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THREE.Snippets[ "map_fragment" ],
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@@ -2043,8 +2043,8 @@ THREE.ShaderLib = {
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"void main() {",
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"vec4 mColor = vec4( color, opacity );",
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- "vec4 mapColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
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- "vec4 cubeColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
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+ "vec4 mapColor = vec4( 1.0 );",
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+ "vec4 cubeColor = vec4( 1.0 );",
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THREE.Snippets[ "map_fragment" ],
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