提交 995ba9ba 编写于 作者: D Don McCurdy

Examples: Back to 'var'.

上级 a49b7b16
......@@ -53,10 +53,10 @@
<script>
let scene, camera, controls, pointLight, stats;
let composer, renderer, mixer;
var scene, camera, controls, pointLight, stats;
var composer, renderer, mixer;
const params = {
var params = {
projection: 'normal',
background: false,
exposure: 1,
......@@ -65,8 +65,8 @@
bloomRadius: 0
};
const clock = new THREE.Clock();
const container = document.getElementById( 'container' );
var clock = new THREE.Clock();
var container = document.getElementById( 'container' );
stats = new Stats();
container.appendChild( stats.dom );
......@@ -95,9 +95,9 @@
pointLight.position.copy( camera.position );
scene.add( pointLight );
const renderScene = new THREE.RenderPass( scene, camera );
var renderScene = new THREE.RenderPass( scene, camera );
const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 ); //1.0, 9, 0.5, 512);
var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 ); //1.0, 9, 0.5, 512);
bloomPass.renderToScreen = true;
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
......@@ -110,24 +110,24 @@
new THREE.GLTFLoader().load( 'models/gltf/PrimaryIonDrive.glb', function ( gltf ) {
const model = gltf.scene;
var model = gltf.scene;
scene.add( model );
// Mesh contains self-intersecting semi-transparent faces, which display
// z-fighting unless depthWrite is disabled.
const core = model.getObjectByName( 'geo1_HoloFillDark_0' );
var core = model.getObjectByName( 'geo1_HoloFillDark_0' );
core.material.depthWrite = false;
mixer = new THREE.AnimationMixer( model );
const clip = gltf.animations[ 0 ];
var clip = gltf.animations[ 0 ];
mixer.clipAction( clip.optimize() ).play();
animate();
} );
const gui = new dat.GUI();
var gui = new dat.GUI();
gui.add( params, 'exposure', 0.1, 2 );
......@@ -153,8 +153,8 @@
window.onresize = function () {
const width = window.innerWidth;
const height = window.innerHeight;
var width = window.innerWidth;
var height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
......
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