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Fixed BufferMaterial.setFromObject fromGeometry call.

Mr.doob 10 anni fa
parent
commit
afe3254204

+ 3 - 5
examples/webgl_geometry_colors.html

@@ -107,9 +107,9 @@
 				mesh.rotation.x = - Math.PI / 2;
 				scene.add( mesh );
 
-				var faceIndices = [ 'a', 'b', 'c', 'd' ];
+				var faceIndices = [ 'a', 'b', 'c' ];
 
-				var color, f, f2, f3, p, n, vertexIndex,
+				var color, f, f2, f3, p, vertexIndex,
 
 					radius = 200,
 
@@ -123,9 +123,7 @@
 					f2 = geometry2.faces[ i ];
 					f3 = geometry3.faces[ i ];
 
-					n = ( f instanceof THREE.Face3 ) ? 3 : 4;
-
-					for( var j = 0; j < n; j++ ) {
+					for( var j = 0; j < 3; j++ ) {
 
 						vertexIndex = f[ faceIndices[ j ] ];
 

+ 3 - 6
examples/webgl_multiple_canvases_circle.html

@@ -252,9 +252,9 @@
 
 					}
 
-					var faceIndices = [ 'a', 'b', 'c', 'd' ];
+					var faceIndices = [ 'a', 'b', 'c' ];
 
-					var color, f1, p, n, vertexIndex,
+					var color, f1, p, vertexIndex,
 
 					radius = 200,
 					geometry1 = new THREE.IcosahedronGeometry( radius, 1 );
@@ -263,9 +263,7 @@
 
 						f1 = geometry1.faces[ i ];
 
-						n = ( f1 instanceof THREE.Face3 ) ? 3 : 4;
-
-						for( var j = 0; j < n; j ++ ) {
+						for( var j = 0; j < 3; j ++ ) {
 
 							vertexIndex = f1[ faceIndices[ j ] ];
 
@@ -373,4 +371,3 @@
 		</script>
 </body>
 </html>
-

+ 3 - 5
examples/webgl_multiple_canvases_complex.html

@@ -167,9 +167,9 @@
 					mesh.rotation.x = - Math.PI / 2;
 					scene.add( mesh );
 
-					var faceIndices = [ 'a', 'b', 'c', 'd' ];
+					var faceIndices = [ 'a', 'b', 'c' ];
 
-					var color, f1, f2, f3, p, n, vertexIndex,
+					var color, f1, f2, f3, p, vertexIndex,
 
 						radius = 200,
 
@@ -183,9 +183,7 @@
 						f2 = geometry2.faces[ i ];
 						f3 = geometry3.faces[ i ];
 
-						n = ( f1 instanceof THREE.Face3 ) ? 3 : 4;
-
-						for( var j = 0; j < n; j ++ ) {
+						for( var j = 0; j < 3; j ++ ) {
 
 							vertexIndex = f1[ faceIndices[ j ] ];
 

+ 3 - 5
examples/webgl_multiple_canvases_grid.html

@@ -183,9 +183,9 @@
 					mesh.rotation.x = - Math.PI / 2;
 					scene.add( mesh );
 
-					var faceIndices = [ 'a', 'b', 'c', 'd' ];
+					var faceIndices = [ 'a', 'b', 'c' ];
 
-					var color, f1, f2, f3, p, n, vertexIndex,
+					var color, f1, f2, f3, p, vertexIndex,
 
 						radius = 200,
 
@@ -199,9 +199,7 @@
 						f2 = geometry2.faces[ i ];
 						f3 = geometry3.faces[ i ];
 
-						n = ( f1 instanceof THREE.Face3 ) ? 3 : 4;
-
-						for( var j = 0; j < n; j ++ ) {
+						for( var j = 0; j < 3; j ++ ) {
 
 							vertexIndex = f1[ faceIndices[ j ] ];
 

+ 5 - 7
examples/webgl_multiple_views.html

@@ -69,7 +69,7 @@
 					  camera.lookAt( scene.position );
 					}
 				},
-				{ 
+				{
 					left: 0.5,
 					bottom: 0,
 					width: 0.5,
@@ -84,7 +84,7 @@
 					  camera.lookAt( camera.position.clone().setY( 0 ) );
 					}
 				},
-				{ 
+				{
 					left: 0.5,
 					bottom: 0.5,
 					width: 0.5,
@@ -164,9 +164,9 @@
 				mesh.rotation.x = - Math. PI / 2;
 				scene.add( mesh );
 
-				var faceIndices = [ 'a', 'b', 'c', 'd' ];
+				var faceIndices = [ 'a', 'b', 'c' ];
 
-				var color, f, f2, f3, p, n, vertexIndex,
+				var color, f, f2, f3, p, vertexIndex,
 
 					radius = 200,
 
@@ -180,9 +180,7 @@
 					f2 = geometry2.faces[ i ];
 					f3 = geometry3.faces[ i ];
 
-					n = ( f instanceof THREE.Face3 ) ? 3 : 4;
-
-					for( var j = 0; j < n; j++ ) {
+					for( var j = 0; j < 3; j++ ) {
 
 						vertexIndex = f[ faceIndices[ j ] ];
 

+ 4 - 4
src/core/BufferGeometry.js

@@ -134,7 +134,7 @@ THREE.BufferGeometry.prototype = {
 
 			} else if ( geometry instanceof THREE.Geometry ) {
 
-				this.fromGeometry( geometry );
+				this.fromGeometry( geometry, material );
 
 			}
 
@@ -186,14 +186,14 @@ THREE.BufferGeometry.prototype = {
 
 	},
 
-	fromGeometry: function ( geometry, settings ) {
+	fromGeometry: function ( geometry, material ) {
 
-		settings = settings || { 'vertexColors': THREE.NoColors };
+		material = material || { 'vertexColors': THREE.NoColors };
 
 		var vertices = geometry.vertices;
 		var faces = geometry.faces;
 		var faceVertexUvs = geometry.faceVertexUvs;
-		var vertexColors = settings.vertexColors;
+		var vertexColors = material.vertexColors;
 
 		var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
 		var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;