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@@ -16,8 +16,10 @@
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var camera, scene, renderer, stats;
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+ var mesh;
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var amount = 12;
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var count = Math.pow( amount, 3 );
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+ var dummy = new THREE.Object3D();
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init();
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animate();
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@@ -30,12 +32,10 @@
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scene = new THREE.Scene();
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- var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
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var material = new THREE.MeshNormalMaterial();
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- // var material = new THREE.MeshBasicMaterial( { color: 0xff0000, opacity: 0.1, transparent: true } ); // overdraw
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+ // check overdraw
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+ // var material = new THREE.MeshBasicMaterial( { color: 0xff0000, opacity: 0.1, transparent: true } );
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- var mesh = new THREE.InstancedMesh( geometry, material, count );
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- scene.add( mesh );
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var loader = new THREE.BufferGeometryLoader();
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loader.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
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@@ -43,7 +43,8 @@
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geometry.computeVertexNormals();
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geometry.scale( 0.5, 0.5, 0.5 );
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- mesh.geometry = geometry;
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+ mesh = new THREE.InstancedMesh( geometry, material, count );
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+ scene.add( mesh );
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} );
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@@ -81,43 +82,45 @@
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requestAnimationFrame( animate );
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render();
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+
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stats.update();
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}
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function render() {
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- var time = Date.now() * 0.001;
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+ if ( mesh ) {
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+
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+ var time = Date.now() * 0.001;
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- var mesh = scene.children[ 0 ];
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- mesh.rotation.x = Math.sin( time / 4 );
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- mesh.rotation.y = Math.sin( time / 2 );
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+ mesh.rotation.x = Math.sin( time / 4 );
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+ mesh.rotation.y = Math.sin( time / 2 );
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- var dummy = new THREE.Object3D();
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+ var i = 0;
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- var i = 0;
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+ for ( var x = 0; x < amount; x ++ ) {
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- for ( var x = 0; x < amount; x ++ ) {
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+ for ( var y = 0; y < amount; y ++ ) {
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- for ( var y = 0; y < amount; y ++ ) {
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+ for ( var z = 0; z < amount; z ++ ) {
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- for ( var z = 0; z < amount; z ++ ) {
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+ dummy.position.set( 6 - x, 6 - y, 6 - z );
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+ dummy.rotation.y = ( Math.sin( x / 4 + time ) + Math.sin( y / 4 + time ) + Math.sin( z / 4 + time ) );
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+ dummy.rotation.z = dummy.rotation.y * 2;
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- dummy.position.set( 6 - x, 6 - y, 6 - z );
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- dummy.rotation.y = ( Math.sin( x / 4 + time ) + Math.sin( y / 4 + time ) + Math.sin( z / 4 + time ) );
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- dummy.rotation.z = dummy.rotation.y * 2;
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+ dummy.updateMatrix();
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- dummy.updateMatrix();
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+ mesh.setMatrixAt( i ++, dummy.matrix );
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- mesh.setMatrixAt( i ++, dummy.matrix );
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+ }
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}
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}
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- }
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+ mesh.instanceMatrix.needsUpdate = true;
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- mesh.instanceMatrix.needsUpdate = true;
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+ }
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renderer.render( scene, camera );
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