提交 2cb90391 编写于 作者: M Mr.doob

Updated builds.

上级 35eccde4
......@@ -22927,9 +22927,7 @@
if ( object.isImmediateRenderObject ) {
var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
state.setMaterial( material );
var program = setProgram( camera, scene.fog, material, object );
......@@ -24551,14 +24549,35 @@
* @author alteredq / http://alteredqualia.com/
*/
var geometry;
function Sprite( material ) {
Object3D.call( this );
this.type = 'Sprite';
if ( geometry === undefined ) {
geometry = new BufferGeometry();
var float32Array = new Float32Array( [
- 0.5, - 0.5, 0, 0, 0,
0.5, - 0.5, 0, 1, 0,
0.5, 0.5, 0, 1, 1,
- 0.5, 0.5, 0, 0, 1
] );
var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
}
this.geometry = geometry;
this.material = ( material !== undefined ) ? material : new SpriteMaterial();
this.geometry = SpriteGeometry;
this.center = new Vector2( 0.5, 0.5 );
......@@ -24684,29 +24703,6 @@
} );
//
var SpriteGeometry = ( function () {
var geometry = new BufferGeometry();
var float32Array = new Float32Array( [
- 0.5, - 0.5, 0, 0, 0,
0.5, - 0.5, 0, 1, 0,
0.5, 0.5, 0, 1, 1,
- 0.5, 0.5, 0, 0, 1
] );
var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
return geometry;
} )();
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
此差异已折叠。
......@@ -22921,9 +22921,7 @@ function WebGLRenderer( parameters ) {
if ( object.isImmediateRenderObject ) {
var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
state.setMaterial( material );
var program = setProgram( camera, scene.fog, material, object );
......@@ -24545,14 +24543,35 @@ SpriteMaterial.prototype.copy = function ( source ) {
* @author alteredq / http://alteredqualia.com/
*/
var geometry;
function Sprite( material ) {
Object3D.call( this );
this.type = 'Sprite';
if ( geometry === undefined ) {
geometry = new BufferGeometry();
var float32Array = new Float32Array( [
- 0.5, - 0.5, 0, 0, 0,
0.5, - 0.5, 0, 1, 0,
0.5, 0.5, 0, 1, 1,
- 0.5, 0.5, 0, 0, 1
] );
var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
}
this.geometry = geometry;
this.material = ( material !== undefined ) ? material : new SpriteMaterial();
this.geometry = SpriteGeometry;
this.center = new Vector2( 0.5, 0.5 );
......@@ -24678,29 +24697,6 @@ Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
} );
//
var SpriteGeometry = ( function () {
var geometry = new BufferGeometry();
var float32Array = new Float32Array( [
- 0.5, - 0.5, 0, 0, 0,
0.5, - 0.5, 0, 1, 0,
0.5, 0.5, 0, 1, 1,
- 0.5, 0.5, 0, 0, 1
] );
var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
return geometry;
} )();
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
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