提交 1d86bbb6 编写于 作者: M Mr.doob

Updated builds.

上级 1fbd6c2f
......@@ -20503,9 +20503,8 @@ THREE.WebGLRenderer = function ( parameters ) {
var geometry = objects.update( object );
var program = setProgram( camera, lights, fog, material, object );
var updateBuffers = false,
wireframeBit = material.wireframe ? 1 : 0,
geometryProgram = geometry.id + '_' + program.id + '_' + wireframeBit;
var updateBuffers = false;
var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
if ( geometryProgram !== _currentGeometryProgram ) {
......@@ -20574,7 +20573,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( object instanceof THREE.Mesh ) {
renderMesh( material, geometry, object, program, updateBuffers, materialIndex );
renderMesh( material, geometry, program, updateBuffers, materialIndex );
} else if ( object instanceof THREE.Line ) {
......@@ -20582,7 +20581,7 @@ THREE.WebGLRenderer = function ( parameters ) {
} else if ( object instanceof THREE.PointCloud ) {
renderPointCloud( material, geometry, object, program, updateBuffers, materialIndex );
renderPointCloud( material, geometry, program, updateBuffers, materialIndex );
}
......@@ -20719,7 +20718,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
function renderMesh( material, geometry, object, program, updateBuffers, materialIndex ) {
function renderMesh( material, geometry, program, updateBuffers, materialIndex ) {
var mode = _gl.TRIANGLES;
......@@ -20728,6 +20727,15 @@ THREE.WebGLRenderer = function ( parameters ) {
mode = _gl.LINES;
state.setLineWidth( material.wireframeLinewidth * pixelRatio );
if ( geometry._wireframe === undefined ) {
geometry._wireframe = new THREE.WireframeGeometry( geometry );
objects.updateAttribute( geometry._wireframe.attributes.position );
}
geometry = geometry._wireframe;
}
var index = geometry.attributes.index;
......@@ -21051,7 +21059,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
function renderPointCloud( material, geometry, object, program, updateBuffers, materialIndex ) {
function renderPointCloud( material, geometry, program, updateBuffers, materialIndex ) {
var mode = _gl.POINTS;
......@@ -24147,7 +24155,7 @@ THREE.WebGLObjects = function ( gl, properties, info ) {
};
this.update = function ( object ) {
function update( object ) {
// TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
......@@ -24268,6 +24276,9 @@ THREE.WebGLObjects = function ( gl, properties, info ) {
};
this.update = update;
this.updateAttribute = updateAttribute;
this.clear = function () {
objects = {};
......
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