Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
580af4b4
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
580af4b4
编写于
5月 11, 2015
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
BufferGeometry: Use Float32Attribute where appropriate.
上级
029b4e51
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
12 addition
and
14 deletion
+12
-14
src/core/BufferGeometry.js
src/core/BufferGeometry.js
+12
-14
未找到文件。
src/core/BufferGeometry.js
浏览文件 @
580af4b4
...
...
@@ -150,11 +150,11 @@ THREE.BufferGeometry.prototype = {
if
(
object
instanceof
THREE
.
PointCloud
||
object
instanceof
THREE
.
Line
)
{
var
positions
=
new
Float32Array
(
geometry
.
vertices
.
length
*
3
);
var
colors
=
new
Float32Array
(
geometry
.
colors
.
length
*
3
);
var
positions
=
new
THREE
.
Float32Attribute
(
geometry
.
vertices
.
length
*
3
,
3
);
var
colors
=
new
THREE
.
Float32Attribute
(
geometry
.
colors
.
length
*
3
,
3
);
this
.
addAttribute
(
'
position
'
,
new
THREE
.
BufferAttribute
(
positions
,
3
)
.
copyVector3sArray
(
geometry
.
vertices
)
);
this
.
addAttribute
(
'
color
'
,
new
THREE
.
BufferAttribute
(
colors
,
3
)
.
copyColorsArray
(
geometry
.
colors
)
);
this
.
addAttribute
(
'
position
'
,
positions
.
copyVector3sArray
(
geometry
.
vertices
)
);
this
.
addAttribute
(
'
color
'
,
colors
.
copyColorsArray
(
geometry
.
colors
)
);
this
.
computeBoundingSphere
();
}
else
if
(
object
instanceof
THREE
.
Mesh
)
{
...
...
@@ -168,11 +168,12 @@ THREE.BufferGeometry.prototype = {
}
var
skinIndices
=
new
Float32Array
(
geometry
.
skinIndices
.
length
*
4
);
var
skinWeights
=
new
Float32Array
(
geometry
.
skinWeights
.
length
*
4
);
var
skinIndices
=
new
THREE
.
Float32Attribute
(
geometry
.
skinIndices
.
length
*
4
,
4
);
var
skinWeights
=
new
THREE
.
Float32Attribute
(
geometry
.
skinWeights
.
length
*
4
,
4
);
this
.
addAttribute
(
'
skinIndex
'
,
skinIndices
.
copyVector4sArray
(
geometry
.
skinIndices
)
);
this
.
addAttribute
(
'
skinWeight
'
,
skinWeights
.
copyVector4sArray
(
geometry
.
skinWeights
)
);
this
.
addAttribute
(
'
skinIndex
'
,
new
THREE
.
BufferAttribute
(
skinIndices
,
4
).
copyVector4sArray
(
geometry
.
skinIndices
)
);
this
.
addAttribute
(
'
skinWeight
'
,
new
THREE
.
BufferAttribute
(
skinWeights
,
4
).
copyVector4sArray
(
geometry
.
skinWeights
)
);
}
...
...
@@ -202,18 +203,15 @@ THREE.BufferGeometry.prototype = {
switch
(
type
)
{
case
"
f
"
:
var
floats
=
new
Float32Array
(
array
.
length
);
this
.
addAttribute
(
name
,
new
THREE
.
BufferAttribute
(
floats
,
1
).
copyArray
(
array
)
);
this
.
addAttribute
(
name
,
new
THREE
.
Float32Attribute
(
array
.
length
,
1
).
copyArray
(
array
)
);
break
;
case
"
c
"
:
var
colors
=
new
Float32Array
(
array
.
length
*
3
);
this
.
addAttribute
(
name
,
new
THREE
.
BufferAttribute
(
colors
,
3
).
copyColorsArray
(
array
)
);
this
.
addAttribute
(
name
,
new
THREE
.
Float32Attribute
(
array
.
length
*
3
,
3
).
copyColorsArray
(
array
)
);
break
;
case
"
v3
"
:
var
colors
=
new
Float32Array
(
array
.
length
*
3
);
this
.
addAttribute
(
name
,
new
THREE
.
BufferAttribute
(
colors
,
3
).
copyVector3sArray
(
array
)
);
this
.
addAttribute
(
name
,
new
THREE
.
Float32Attribute
(
array
.
length
*
3
,
3
).
copyVector3sArray
(
array
)
);
break
;
default
:
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录