未验证 提交 d8429769 编写于 作者: A amakaseev 提交者: GitHub

Merge pull request #1 from mrdoob/dev

update
......@@ -27486,29 +27486,6 @@
triangulateShape: function ( contour, holes ) {
function removeDupEndPts( points ) {
var l = points.length;
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
points.pop();
}
}
function addContour( vertices, contour ) {
for ( var i = 0; i < contour.length; i ++ ) {
vertices.push( contour[ i ].x );
vertices.push( contour[ i ].y );
}
}
var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
var holeIndices = []; // array of hole indices
var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
......@@ -27547,6 +27524,29 @@
};
function removeDupEndPts( points ) {
var l = points.length;
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
points.pop();
}
}
function addContour( vertices, contour ) {
for ( var i = 0; i < contour.length; i ++ ) {
vertices.push( contour[ i ].x );
vertices.push( contour[ i ].y );
}
}
/**
* @author zz85 / http://www.lab4games.net/zz85/blog
*
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -27480,29 +27480,6 @@ var ShapeUtils = {
triangulateShape: function ( contour, holes ) {
function removeDupEndPts( points ) {
var l = points.length;
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
points.pop();
}
}
function addContour( vertices, contour ) {
for ( var i = 0; i < contour.length; i ++ ) {
vertices.push( contour[ i ].x );
vertices.push( contour[ i ].y );
}
}
var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
var holeIndices = []; // array of hole indices
var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
......@@ -27541,6 +27518,29 @@ var ShapeUtils = {
};
function removeDupEndPts( points ) {
var l = points.length;
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
points.pop();
}
}
function addContour( vertices, contour ) {
for ( var i = 0; i < contour.length; i ++ ) {
vertices.push( contour[ i ].x );
vertices.push( contour[ i ].y );
}
}
/**
* @author zz85 / http://www.lab4games.net/zz85/blog
*
......
此差异已折叠。
......@@ -101,6 +101,20 @@ export var RGB_PVRTC_2BPPV1_Format = 2101;
export var RGBA_PVRTC_4BPPV1_Format = 2102;
export var RGBA_PVRTC_2BPPV1_Format = 2103;
export var RGB_ETC1_Format = 2151;
export var RGBA_ASTC_4x4_Format = 37808;
export var RGBA_ASTC_5x4_Format = 37809;
export var RGBA_ASTC_5x5_Format = 37810;
export var RGBA_ASTC_6x5_Format = 37811;
export var RGBA_ASTC_6x6_Format = 37812;
export var RGBA_ASTC_8x5_Format = 37813;
export var RGBA_ASTC_8x6_Format = 37814;
export var RGBA_ASTC_8x8_Format = 37815;
export var RGBA_ASTC_10x5_Format = 37816;
export var RGBA_ASTC_10x6_Format = 37817;
export var RGBA_ASTC_10x8_Format = 37818;
export var RGBA_ASTC_10x10_Format = 37819;
export var RGBA_ASTC_12x10_Format = 37820;
export var RGBA_ASTC_12x12_Format = 37821;
export var LoopOnce = 2200;
export var LoopRepeat = 2201;
export var LoopPingPong = 2202;
......
......@@ -31,29 +31,6 @@ var ShapeUtils = {
triangulateShape: function ( contour, holes ) {
function removeDupEndPts( points ) {
var l = points.length;
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
points.pop();
}
}
function addContour( vertices, contour ) {
for ( var i = 0; i < contour.length; i ++ ) {
vertices.push( contour[ i ].x );
vertices.push( contour[ i ].y );
}
}
var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
var holeIndices = []; // array of hole indices
var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
......@@ -92,5 +69,27 @@ var ShapeUtils = {
};
function removeDupEndPts( points ) {
var l = points.length;
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
points.pop();
}
}
function addContour( vertices, contour ) {
for ( var i = 0; i < contour.length; i ++ ) {
vertices.push( contour[ i ].x );
vertices.push( contour[ i ].y );
}
}
export { ShapeUtils };
......@@ -107,6 +107,20 @@ function WebGLUtils( gl, extensions ) {
}
if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
extension = extensions.get( 'WEBGL_compressed_texture_astc' );
if ( extension !== null ) {
return p;
}
}
if ( p === MinEquation || p === MaxEquation ) {
extension = extensions.get( 'EXT_blend_minmax' );
......
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