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@@ -913,7 +913,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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normalType = bufferGuessNormalType( material ),
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normalType = bufferGuessNormalType( material ),
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vertexColorType = bufferGuessVertexColorType( material );
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vertexColorType = bufferGuessVertexColorType( material );
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- //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
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+ // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
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geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
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geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
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@@ -1085,7 +1085,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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};
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};
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- function bufferGuessVertexColorType ( material ) {
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+ function bufferGuessVertexColorType( material ) {
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if ( material.vertexColors ) {
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if ( material.vertexColors ) {
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@@ -1097,11 +1097,16 @@ THREE.WebGLRenderer = function ( parameters ) {
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};
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};
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- function bufferGuessUVType ( material ) {
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+ function bufferGuessUVType( material ) {
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// material must use some texture to require uvs
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// material must use some texture to require uvs
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- if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
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+ if ( material.map ||
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+ material.lightMap ||
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+ material.bumpMap ||
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+ material.normalMap ||
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+ material.specularMap ||
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+ material instanceof THREE.ShaderMaterial ) {
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return true;
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return true;
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@@ -6243,7 +6248,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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if ( programInfo.code === code ) {
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if ( programInfo.code === code ) {
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- //console.log( "Code already compiled." /*: \n\n" + code*/ );
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+ // console.log( "Code already compiled." /*: \n\n" + code*/ );
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programInfo.usedTimes ++;
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programInfo.usedTimes ++;
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@@ -6265,7 +6270,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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}
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- //console.log( "building new program " );
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+ // console.log( "building new program " );
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//
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//
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@@ -6445,8 +6450,8 @@ THREE.WebGLRenderer = function ( parameters ) {
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_gl.deleteShader( glFragmentShader );
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_gl.deleteShader( glFragmentShader );
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_gl.deleteShader( glVertexShader );
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_gl.deleteShader( glVertexShader );
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- //console.log( prefix_fragment + fragmentShader );
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- //console.log( prefix_vertex + vertexShader );
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+ // console.log( prefix_fragment + fragmentShader );
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+ // console.log( prefix_vertex + vertexShader );
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program.uniforms = {};
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program.uniforms = {};
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program.attributes = {};
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program.attributes = {};
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