提交 7fcdd522 编写于 作者: M Mugen87

Examples: Clean up

上级 d77214aa
...@@ -72,6 +72,7 @@ var files = { ...@@ -72,6 +72,7 @@ var files = {
"webgl_lines_colors", "webgl_lines_colors",
"webgl_lines_cubes", "webgl_lines_cubes",
"webgl_lines_dashed", "webgl_lines_dashed",
"webgl_lines_fat",
"webgl_lines_sphere", "webgl_lines_sphere",
"webgl_lines_splines", "webgl_lines_splines",
"webgl_loader_3ds", "webgl_loader_3ds",
......
...@@ -59,7 +59,7 @@ ...@@ -59,7 +59,7 @@
var line, wireframe, renderer, scene, camera, controls; var line, wireframe, renderer, scene, camera, controls;
var line1, wireframe1; var line1, wireframe1;
var renderStats; var stats;
var gui; var gui;
// viewport // viewport
......
...@@ -392,7 +392,7 @@ ...@@ -392,7 +392,7 @@
if (chr == ' ') { if (chr == ' ') {
index = cameraIndex + 1; var index = cameraIndex + 1;
if (index > cameras.length) if (index > cameras.length)
index = 0; index = 0;
switchCamera(index); switchCamera(index);
......
...@@ -253,7 +253,7 @@ ...@@ -253,7 +253,7 @@
// fit values to 0 and 1 // fit values to 0 and 1
Object.keys( curvatureDict ).forEach( function( key ) { Object.keys( curvatureDict ).forEach( function( key ) {
val = Math.abs( curvatureDict[ key ] ); var val = Math.abs( curvatureDict[ key ] );
if ( val < min ) min = val; if ( val < min ) min = val;
if ( val > max ) max = val; if ( val > max ) max = val;
...@@ -263,7 +263,7 @@ ...@@ -263,7 +263,7 @@
Object.keys( curvatureDict ).forEach( function( key ) { Object.keys( curvatureDict ).forEach( function( key ) {
val = Math.abs( curvatureDict[ key ] ); var val = Math.abs( curvatureDict[ key ] );
if ( curvatureDict[ key ] < 0 ) { if ( curvatureDict[ key ] < 0 ) {
curvatureDict[ key ] = (min - val) / range curvatureDict[ key ] = (min - val) / range
} else { } else {
......
...@@ -62,7 +62,7 @@ ...@@ -62,7 +62,7 @@
diffuseMap.generateMipmaps = false; diffuseMap.generateMipmaps = false;
var geometry = new THREE.PlaneBufferGeometry( 2, 2 ); var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
material = new THREE.MeshBasicMaterial( { map: diffuseMap } ); var material = new THREE.MeshBasicMaterial( { map: diffuseMap } );
var mesh = new THREE.Mesh( geometry, material ); var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh ); scene.add( mesh );
......
...@@ -126,7 +126,7 @@ Use WEBGL Depth buffer support? ...@@ -126,7 +126,7 @@ Use WEBGL Depth buffer support?
} ); } );
mesh = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 1000 ), material ); var mesh = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 1000 ), material );
camera.add( mesh ); camera.add( mesh );
......
...@@ -182,8 +182,6 @@ ...@@ -182,8 +182,6 @@
var gui = new dat.GUI(); var gui = new dat.GUI();
var uniforms = sky.material.uniforms;
var folder = gui.addFolder( 'Sky' ); var folder = gui.addFolder( 'Sky' );
folder.add( parameters, 'inclination', 0, 0.5, 0.0001 ).onChange( updateSun ); folder.add( parameters, 'inclination', 0, 0.5, 0.0001 ).onChange( updateSun );
folder.add( parameters, 'azimuth', 0, 1, 0.0001 ).onChange( updateSun ); folder.add( parameters, 'azimuth', 0, 1, 0.0001 ).onChange( updateSun );
......
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