提交 afe32542 编写于 作者: M Mr.doob

Fixed BufferMaterial.setFromObject fromGeometry call.

上级 6f6327b5
......@@ -107,9 +107,9 @@
mesh.rotation.x = - Math.PI / 2;
scene.add( mesh );
var faceIndices = [ 'a', 'b', 'c', 'd' ];
var faceIndices = [ 'a', 'b', 'c' ];
var color, f, f2, f3, p, n, vertexIndex,
var color, f, f2, f3, p, vertexIndex,
radius = 200,
......@@ -123,9 +123,7 @@
f2 = geometry2.faces[ i ];
f3 = geometry3.faces[ i ];
n = ( f instanceof THREE.Face3 ) ? 3 : 4;
for( var j = 0; j < n; j++ ) {
for( var j = 0; j < 3; j++ ) {
vertexIndex = f[ faceIndices[ j ] ];
......
......@@ -252,9 +252,9 @@
}
var faceIndices = [ 'a', 'b', 'c', 'd' ];
var faceIndices = [ 'a', 'b', 'c' ];
var color, f1, p, n, vertexIndex,
var color, f1, p, vertexIndex,
radius = 200,
geometry1 = new THREE.IcosahedronGeometry( radius, 1 );
......@@ -263,9 +263,7 @@
f1 = geometry1.faces[ i ];
n = ( f1 instanceof THREE.Face3 ) ? 3 : 4;
for( var j = 0; j < n; j ++ ) {
for( var j = 0; j < 3; j ++ ) {
vertexIndex = f1[ faceIndices[ j ] ];
......@@ -373,4 +371,3 @@
</script>
</body>
</html>
......@@ -167,9 +167,9 @@
mesh.rotation.x = - Math.PI / 2;
scene.add( mesh );
var faceIndices = [ 'a', 'b', 'c', 'd' ];
var faceIndices = [ 'a', 'b', 'c' ];
var color, f1, f2, f3, p, n, vertexIndex,
var color, f1, f2, f3, p, vertexIndex,
radius = 200,
......@@ -183,9 +183,7 @@
f2 = geometry2.faces[ i ];
f3 = geometry3.faces[ i ];
n = ( f1 instanceof THREE.Face3 ) ? 3 : 4;
for( var j = 0; j < n; j ++ ) {
for( var j = 0; j < 3; j ++ ) {
vertexIndex = f1[ faceIndices[ j ] ];
......
......@@ -183,9 +183,9 @@
mesh.rotation.x = - Math.PI / 2;
scene.add( mesh );
var faceIndices = [ 'a', 'b', 'c', 'd' ];
var faceIndices = [ 'a', 'b', 'c' ];
var color, f1, f2, f3, p, n, vertexIndex,
var color, f1, f2, f3, p, vertexIndex,
radius = 200,
......@@ -199,9 +199,7 @@
f2 = geometry2.faces[ i ];
f3 = geometry3.faces[ i ];
n = ( f1 instanceof THREE.Face3 ) ? 3 : 4;
for( var j = 0; j < n; j ++ ) {
for( var j = 0; j < 3; j ++ ) {
vertexIndex = f1[ faceIndices[ j ] ];
......
......@@ -69,7 +69,7 @@
camera.lookAt( scene.position );
}
},
{
{
left: 0.5,
bottom: 0,
width: 0.5,
......@@ -84,7 +84,7 @@
camera.lookAt( camera.position.clone().setY( 0 ) );
}
},
{
{
left: 0.5,
bottom: 0.5,
width: 0.5,
......@@ -164,9 +164,9 @@
mesh.rotation.x = - Math. PI / 2;
scene.add( mesh );
var faceIndices = [ 'a', 'b', 'c', 'd' ];
var faceIndices = [ 'a', 'b', 'c' ];
var color, f, f2, f3, p, n, vertexIndex,
var color, f, f2, f3, p, vertexIndex,
radius = 200,
......@@ -180,9 +180,7 @@
f2 = geometry2.faces[ i ];
f3 = geometry3.faces[ i ];
n = ( f instanceof THREE.Face3 ) ? 3 : 4;
for( var j = 0; j < n; j++ ) {
for( var j = 0; j < 3; j++ ) {
vertexIndex = f[ faceIndices[ j ] ];
......
......@@ -134,7 +134,7 @@ THREE.BufferGeometry.prototype = {
} else if ( geometry instanceof THREE.Geometry ) {
this.fromGeometry( geometry );
this.fromGeometry( geometry, material );
}
......@@ -186,14 +186,14 @@ THREE.BufferGeometry.prototype = {
},
fromGeometry: function ( geometry, settings ) {
fromGeometry: function ( geometry, material ) {
settings = settings || { 'vertexColors': THREE.NoColors };
material = material || { 'vertexColors': THREE.NoColors };
var vertices = geometry.vertices;
var faces = geometry.faces;
var faceVertexUvs = geometry.faceVertexUvs;
var vertexColors = settings.vertexColors;
var vertexColors = material.vertexColors;
var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
......
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