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// object with shader paths (optinally nested, for better structure) | |
// the paths get replaced with the actual file content. | |
var shaders = { | |
atmoVert: 'glsl/atmo.vert.c', | |
car: { | |
vert: 'glsl/car.vert.c', | |
frag: 'glsl/car.frag.c' | |
} | |
}; |
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// invert U coordinate | |
for( var li in geometry.faceVertexUvs ) | |
for( var fi in geometry.faceVertexUvs[li] ) | |
for( var vi in geometry.faceVertexUvs[li][fi] ) | |
geometry.faceVertexUvs[li][fi][vi].x = 1.0 - geometry.faceVertexUvs[li][fi][vi].x; |
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--- build/three.js 2013-04-29 12:12:34.237944000 +0200 | |
+++ /home/lmg/js/three.js 2013-04-29 13:00:24.276532000 +0200 | |
@@ -35281,18 +35281,14 @@ | |
_gl.clearColor( 1, 1, 1, 1 ); | |
_gl.disable( _gl.BLEND ); | |
- _gl.enable( _gl.CULL_FACE ); | |
- _gl.frontFace( _gl.CCW ); | |
- | |
- if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) { |
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