Browse Source

Removed faceUvs stuff.
It was a hack for ro.me...

Mr.doob 12 years ago
parent
commit
b3f7e8f923

+ 0 - 7
docs/api/core/Geometry.html

@@ -78,13 +78,6 @@
 		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array faceUvs]</h3>
-		<div>
-		Array of face [page:UV] layers.<br />
-		Each UV layer is an array of [page:UV] matching order and number of faces.<br />
-		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
-		</div>
-
 		<h3>.[page:Array faceVertexUvs]</h3>
 		<div>
 		Array of face [page:UV] layers.<br />

+ 1 - 8
examples/js/exporters/GeometryExporter.js

@@ -41,7 +41,7 @@ THREE.GeometryExporter.prototype = {
 
 			var isTriangle = face instanceof THREE.Face3;
 			var hasMaterial = false; // face.materialIndex !== undefined;
-			var hasFaceUv = false; // geometry.faceUvs[ 0 ].length > 0;
+			var hasFaceUv = false; // deprecated
 			var hasFaceVertexUv = geometry.faceVertexUvs[ 0 ].length > 0;
 			var hasFaceNormal = face.normal.length() > 0;
 			var hasFaceVertexNormal = face.vertexNormals.length > 0;
@@ -76,13 +76,6 @@ THREE.GeometryExporter.prototype = {
 
 				faces.push( face.materialIndex );
 
-			}
-
-			if ( hasFaceUv ) {
-
-				var uv = geometry.faceUvs[ 0 ][ i ];
-				uvs[ 0 ].push( uv.u, uv.v );
-
 			}
 			*/
 

+ 2 - 2
examples/js/renderers/WebGLRenderer2/webgl/objects/MeshRenderer.js

@@ -95,13 +95,13 @@ THREE.extend( THREE.WebGLRenderer.MeshRenderer.prototype, {
 
 		if ( uvType ) {
 
-			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
+			if ( geometry.faceVertexUvs.length > 0 ) {
 
 				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
 
 			}
 
-			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
+			if ( geometry.faceVertexUvs.length > 1 ) {
 
 				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
 

+ 0 - 1
src/core/Geometry.js

@@ -20,7 +20,6 @@ THREE.Geometry = function () {
 
 	this.faces = [];
 
-	this.faceUvs = [[]];
 	this.faceVertexUvs = [[]];
 
 	this.morphTargets = [];

+ 0 - 14
src/extras/GeometryUtils.js

@@ -344,15 +344,8 @@ THREE.GeometryUtils = {
 		var i, il, j, jl;
 
 		var faces = [];
-		var faceUvs = [];
 		var faceVertexUvs = [];
 
-		for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
-
-			faceUvs[ i ] = [];
-
-		}
-
 		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
 
 			faceVertexUvs[ i ] = [];
@@ -365,12 +358,6 @@ THREE.GeometryUtils = {
 
 			faces.push( face );
 
-			for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
-
-				faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
-
-			}
-
 			for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
 
 				faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
@@ -380,7 +367,6 @@ THREE.GeometryUtils = {
 		}
 
 		geometry.faces = faces;
-		geometry.faceUvs = faceUvs;
 		geometry.faceVertexUvs = faceVertexUvs;
 
 		geometry.computeCentroids();

+ 2 - 21
src/loaders/JSONLoader.js

@@ -126,7 +126,7 @@ THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
 		type,
 		isQuad,
 		hasMaterial,
-		hasFaceUv, hasFaceVertexUv,
+		hasFaceVertexUv,
 		hasFaceNormal, hasFaceVertexNormal,
 		hasFaceColor, hasFaceVertexColor,
 
@@ -153,7 +153,6 @@ THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
 
 			for ( i = 0; i < nUvLayers; i++ ) {
 
-				geometry.faceUvs[ i ] = [];
 				geometry.faceVertexUvs[ i ] = [];
 
 			}
@@ -185,14 +184,13 @@ THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
 
 			isQuad              = isBitSet( type, 0 );
 			hasMaterial         = isBitSet( type, 1 );
-			hasFaceUv           = isBitSet( type, 2 );
 			hasFaceVertexUv     = isBitSet( type, 3 );
 			hasFaceNormal       = isBitSet( type, 4 );
 			hasFaceVertexNormal = isBitSet( type, 5 );
 			hasFaceColor	    = isBitSet( type, 6 );
 			hasFaceVertexColor  = isBitSet( type, 7 );
 
-			//console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+			// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
 
 			if ( isQuad ) {
 
@@ -228,23 +226,6 @@ THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
 
 			fi = geometry.faces.length;
 
-			if ( hasFaceUv ) {
-
-				for ( i = 0; i < nUvLayers; i++ ) {
-
-					uvLayer = json.uvs[ i ];
-
-					uvIndex = faces[ offset ++ ];
-
-					u = uvLayer[ uvIndex * 2 ];
-					v = uvLayer[ uvIndex * 2 + 1 ];
-
-					geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );
-
-				}
-
-			}
-
 			if ( hasFaceVertexUv ) {
 
 				for ( i = 0; i < nUvLayers; i++ ) {

+ 2 - 2
src/renderers/WebGLRenderer.js

@@ -886,13 +886,13 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 		if ( uvType ) {
 
-			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
+			if ( geometry.faceVertexUvs.length > 0 ) {
 
 				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
 
 			}
 
-			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
+			if ( geometry.faceVertexUvs.length > 1 ) {
 
 				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );