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@@ -82,10 +82,10 @@
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var geometry = new THREE.BufferGeometry();
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- geometry.addAttribute( 'index', Uint16Array, triangles * 3, 1 );
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- geometry.addAttribute( 'position', Float32Array, triangles * 3, 3 );
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- geometry.addAttribute( 'normal', Float32Array, triangles * 3, 3 );
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- geometry.addAttribute( 'color', Float32Array, triangles * 3, 3 );
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+ geometry.addAttribute( 'index', new Uint16Array( triangles * 3 ), 1 );
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+ geometry.addAttribute( 'position', new Float32Array( triangles * 3 * 3 ), 3 );
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+ geometry.addAttribute( 'normal', new Float32Array( triangles * 3 * 3 ), 3 );
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+ geometry.addAttribute( 'color', new Float32Array( triangles * 3 * 3 ), 3 );
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// break geometry into
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// chunks of 21,845 triangles (3 unique vertices per triangle)
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@@ -94,7 +94,7 @@
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var chunkSize = 21845;
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- var indices = geometry.attributes.index.array;
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+ var indices = geometry.getAttribute( 'index' ).array;
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for ( var i = 0; i < indices.length; i ++ ) {
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@@ -102,9 +102,9 @@
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}
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- var positions = geometry.attributes.position.array;
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- var normals = geometry.attributes.normal.array;
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- var colors = geometry.attributes.color.array;
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+ var positions = geometry.getAttribute( 'position' ).array;
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+ var normals = geometry.getAttribute( 'normal' ).array;
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+ var colors = geometry.getAttribute( 'color' ).array;
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var color = new THREE.Color();
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