提交 1753bada 编写于 作者: D dubejf

Add count to InterleavedBuffer

上级 cbf1cd28
......@@ -26,6 +26,12 @@ THREE.InterleavedBuffer.prototype = {
},
get count () {
return this.array.length / this.stride;
},
copyAt: function ( index1, attribute, index2 ) {
index1 *= this.stride;
......
......@@ -19,8 +19,8 @@ THREE.InterleavedBufferAttribute.prototype = {
get length() {
console.warn( 'THREE.InterleavedBufferAttribute: .length has been renamed to .count.' );
return this.count;
console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
return this.array.length;
},
......
......@@ -929,7 +929,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( geometry.maxInstancedCount === undefined ) {
geometry.maxInstancedCount = data.meshPerAttribute * ( data.array.length / data.stride );
geometry.maxInstancedCount = data.meshPerAttribute * data.count;
}
......@@ -953,7 +953,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( geometry.maxInstancedCount === undefined ) {
geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * ( geometryAttribute.array.length / geometryAttribute.itemSize );
geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
}
......@@ -1184,11 +1184,11 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( position instanceof THREE.InterleavedBufferAttribute ) {
extension.drawArraysInstancedANGLE( mode, 0, position.data.array.length / position.data.stride, geometry.maxInstancedCount ); // Draw the instanced meshes
extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount ); // Draw the instanced meshes
} else {
extension.drawArraysInstancedANGLE( mode, 0, position.array.length / position.itemSize, geometry.maxInstancedCount ); // Draw the instanced meshes
extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount ); // Draw the instanced meshes
}
......@@ -1196,19 +1196,19 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( position instanceof THREE.InterleavedBufferAttribute ) {
_gl.drawArrays( mode, 0, position.data.array.length / position.data.stride );
_gl.drawArrays( mode, 0, position.data.count );
} else {
_gl.drawArrays( mode, 0, position.array.length / position.itemSize );
_gl.drawArrays( mode, 0, position.count );
}
}
_this.info.render.calls++;
_this.info.render.vertices += position.array.length / position.itemSize;
_this.info.render.faces += position.array.length / ( 3 * position.itemSize );
_this.info.render.vertices += position.count;
_this.info.render.faces += position.count / 3;
} else {
......
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