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Changed order of materials in WebGL materials demo.

As now buffers are created based on first material that is encountered per shared Geometry, most complex material should go first.
alteredq hace 15 años
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25b47616fa
Se han modificado 1 ficheros con 1 adiciones y 1 borrados
  1. 1 1
      examples/webgl_materials.html

+ 1 - 1
examples/webgl_materials.html

@@ -71,6 +71,7 @@
 				generatedTexture.needsUpdate = true;
 				generatedTexture.needsUpdate = true;
 
 
 				var materials = [];
 				var materials = [];
+				materials.push( new THREE.MeshLambertMaterial( { map: generatedTexture } ) );
 				materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ) );
 				materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ) );
 				materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) );
 				materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) );
 				materials.push( new THREE.MeshNormalMaterial( ) );
 				materials.push( new THREE.MeshNormalMaterial( ) );
@@ -84,7 +85,6 @@
 
 
 				materials.push( new THREE.MeshDepthMaterial() );
 				materials.push( new THREE.MeshDepthMaterial() );
 				materials.push( new THREE.MeshBasicMaterial( { map: generatedTexture } ) );
 				materials.push( new THREE.MeshBasicMaterial( { map: generatedTexture } ) );
-				materials.push( new THREE.MeshLambertMaterial( { map: generatedTexture } ) );
 
 
 				// Spheres geometry
 				// Spheres geometry
 
 

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