Browse Source

Updated more examples that relied on geometry.materials.

Mr.doob 13 years ago
parent
commit
e083338552

+ 3 - 3
examples/webgl_animation_skinning.html

@@ -141,7 +141,7 @@
 
 
 			}
 			}
 
 
-			function createScene( geometry ) {
+			function createScene( geometry, materials ) {
 
 
 				buffalos = [];
 				buffalos = [];
 				animations = [];
 				animations = [];
@@ -151,9 +151,9 @@
 					gridx = 25, gridz = 15,
 					gridx = 25, gridz = 15,
 					sepx  = 150, sepz = 300;
 					sepx  = 150, sepz = 300;
 
 
-				var material = new THREE.MeshFaceMaterial();
+				var material = new THREE.MeshFaceMaterial( materials );
 
 
-				var originalMaterial = geometry.materials[ 0 ];
+				var originalMaterial = materials[ 0 ];
 
 
 				originalMaterial.skinning = true;
 				originalMaterial.skinning = true;
 				originalMaterial.transparent = true;
 				originalMaterial.transparent = true;

+ 5 - 5
examples/webgl_animation_skinning_morph.html

@@ -165,7 +165,7 @@
 				//
 				//
 
 
 				var loader = new THREE.JSONLoader();
 				var loader = new THREE.JSONLoader();
-				loader.load( "models/skinned/knight.js", function( geometry ) { createScene( geometry,  0, FLOOR, -300, 60 ) } );
+				loader.load( "models/skinned/knight.js", function ( geometry, materials ) { createScene( geometry, materials, 0, FLOOR, -300, 60 ) } );
 
 
 				//
 				//
 
 
@@ -202,7 +202,7 @@
 
 
 			}
 			}
 
 
-			function createScene( geometry, x, y, z, s ) {
+			function createScene( geometry, materials, x, y, z, s ) {
 
 
 				ensureLoop( geometry.animation );
 				ensureLoop( geometry.animation );
 
 
@@ -227,9 +227,9 @@
 				//var bumpMap = THREE.ImageUtils.generateDataTexture( 1, 1, new THREE.Color() );
 				//var bumpMap = THREE.ImageUtils.generateDataTexture( 1, 1, new THREE.Color() );
 				//var bumpMap = THREE.ImageUtils.loadTexture( "textures/water.jpg" );
 				//var bumpMap = THREE.ImageUtils.loadTexture( "textures/water.jpg" );
 
 
-				for ( var i = 0; i < geometry.materials.length; i ++ ) {
+				for ( var i = 0; i < materials.length; i ++ ) {
 
 
-					var m = geometry.materials[ i ];
+					var m = materials[ i ];
 					m.skinning = true;
 					m.skinning = true;
 					m.morphTargets = true;
 					m.morphTargets = true;
 
 
@@ -250,7 +250,7 @@
 
 
 				}
 				}
 
 
-				mesh = new THREE.SkinnedMesh( geometry, new THREE.MeshFaceMaterial() );
+				mesh = new THREE.SkinnedMesh( geometry, new THREE.MeshFaceMaterial( materials ) );
 				mesh.position.set( x, y - bb.min.y * s, z );
 				mesh.position.set( x, y - bb.min.y * s, z );
 				mesh.scale.set( s, s, s );
 				mesh.scale.set( s, s, s );
 				scene.add( mesh );
 				scene.add( mesh );

+ 6 - 8
examples/webgl_geometry_colors_blender.html

@@ -105,16 +105,16 @@
 
 
 			}
 			}
 
 
-			function createScene1( geometry ) {
+			function createScene1( geometry, materials ) {
 
 
-				geometry.materials[ 0 ].shading = THREE.FlatShading;
+				materials[ 0 ].shading = THREE.FlatShading;
 
 
 				mesh = new THREE.Object3D();
 				mesh = new THREE.Object3D();
 				mesh.position.x = 400;
 				mesh.position.x = 400;
 				mesh.scale.x = mesh.scale.y = mesh.scale.z = 250;
 				mesh.scale.x = mesh.scale.y = mesh.scale.z = 250;
 				scene.add( mesh );
 				scene.add( mesh );
 
 
-				var part1 = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial() );
+				var part1 = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
 				mesh.add( part1 );
 				mesh.add( part1 );
 
 
 				var part2 = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: 0xffffff, opacity: 0.9, shading: THREE.FlatShading, wireframe: true, wireframeLinewidth: 2, transparent: true } ) );
 				var part2 = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: 0xffffff, opacity: 0.9, shading: THREE.FlatShading, wireframe: true, wireframeLinewidth: 2, transparent: true } ) );
@@ -122,13 +122,11 @@
 
 
 			}
 			}
 
 
-			function createScene2( geometry ) {
+			function createScene2( geometry, materials ) {
 
 
-				geometry.materials[ 0 ].shading = THREE.FlatShading;
+				materials[ 0 ].shading = THREE.FlatShading;
 
 
-				var material = new THREE.MeshFaceMaterial();
-
-				mesh2 = new THREE.Mesh( geometry, material );
+				mesh2 = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
 				mesh2.position.x = - 400;
 				mesh2.position.x = - 400;
 				mesh2.scale.x = mesh2.scale.y = mesh2.scale.z = 250;
 				mesh2.scale.x = mesh2.scale.y = mesh2.scale.z = 250;
 				scene.add( mesh2 );
 				scene.add( mesh2 );