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Function u

plugins/Sidebar/media_globe/three.min.js:477–477  ·  view source on GitHub ↗
(a,b,c)

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475faces3:[],materialIndex:v,vertices:0,numMorphTargets:m,numMorphNormals:n},r[k]=p,q.push(p)));r[k].faces3.push(t);r[k].vertices+=3}a[g]=q;d.groupsNeedUpdate=!1}a=xb[d.id];g=0;for(e=a.length;g<e;g++){h=a[g];if(void 0===h.__webglVertexBuffer){f=h;f.__webglVertexBuffer=l.createBuffer();f.__webglNormalBuffer=l.createBuffer();f.__webglTangentBuffer=l.createBuffer();f.__webglColorBuffer=l.createBuffer();f.__webglUVBuffer=l.createBuffer();f.__webglUV2Buffer=l.createBuffer();f.__webglSkinIndicesBuffer=l.createBuffer();
476f.__webglSkinWeightsBuffer=l.createBuffer();f.__webglFaceBuffer=l.createBuffer();f.__webglLineBuffer=l.createBuffer();n=m=void 0;if(f.numMorphTargets)for(f.__webglMorphTargetsBuffers=[],m=0,n=f.numMorphTargets;m<n;m++)f.__webglMorphTargetsBuffers.push(l.createBuffer());if(f.numMorphNormals)for(f.__webglMorphNormalsBuffers=[],m=0,n=f.numMorphNormals;m<n;m++)f.__webglMorphNormalsBuffers.push(l.createBuffer());J.info.memory.geometries++;c(h,b);d.verticesNeedUpdate=!0;d.morphTargetsNeedUpdate=!0;d.elementsNeedUpdate=
477!0;d.uvsNeedUpdate=!0;d.normalsNeedUpdate=!0;d.tangentsNeedUpdate=!0;f=d.colorsNeedUpdate=!0}else f=!1;(f||void 0===b.__webglActive)&&u(ob,h,b)}b.__webglActive=!0}function u(a,b,c){var d=c.id;a[d]=a[d]||[];a[d].push({id:d,buffer:b,object:c,material:null,z:0})}function v(a){for(var b in a.attributes)if(a.attributes[b].needsUpdate)return!0;return!1}function y(a){for(var b in a.attributes)a.attributes[b].needsUpdate=!1}function G(a,b,c,d,e){var f,g,h,k;dc=0;if(d.needsUpdate){d.program&&Cc(d);d.addEventListener("dispose",
478Dc);var m;d instanceof THREE.MeshDepthMaterial?m="depth":d instanceof THREE.MeshNormalMaterial?m="normal":d instanceof THREE.MeshBasicMaterial?m="basic":d instanceof THREE.MeshLambertMaterial?m="lambert":d instanceof THREE.MeshPhongMaterial?m="phong":d instanceof THREE.LineBasicMaterial?m="basic":d instanceof THREE.LineDashedMaterial?m="dashed":d instanceof THREE.PointCloudMaterial&&(m="particle_basic");if(m){var n=THREE.ShaderLib[m];d.__webglShader={uniforms:THREE.UniformsUtils.clone(n.uniforms),
479vertexShader:n.vertexShader,fragmentShader:n.fragmentShader}}else d.__webglShader={uniforms:d.uniforms,vertexShader:d.vertexShader,fragmentShader:d.fragmentShader};for(var p=0,r=0,q=0,t=0,s=0,u=b.length;s<u;s++){var v=b[s];v.onlyShadow||!1===v.visible||(v instanceof THREE.DirectionalLight&&p++,v instanceof THREE.PointLight&&r++,v instanceof THREE.SpotLight&&q++,v instanceof THREE.HemisphereLight&&t++)}f=p;g=r;h=q;k=t;for(var y,G=0,x=0,B=b.length;x<B;x++){var A=b[x];A.castShadow&&(A instanceof THREE.SpotLight&&
480G++,A instanceof THREE.DirectionalLight&&!A.shadowCascade&&G++)}y=G;var C;if(jc&&e&&e.skeleton&&e.skeleton.useVertexTexture)C=1024;else{var H=l.getParameter(l.MAX_VERTEX_UNIFORM_VECTORS),S=Math.floor((H-20)/4);void 0!==e&&e instanceof THREE.SkinnedMesh&&(S=Math.min(e.skeleton.bones.length,S),S<e.skeleton.bones.length&&console.warn("WebGLRenderer: too many bones - "+e.skeleton.bones.length+", this GPU supports just "+S+" (try OpenGL instead of ANGLE)"));C=S}var P={precision:X,supportsVertexTextures:sc,

Callers 2

qFunction · 0.70
sFunction · 0.70

Calls

no outgoing calls

Tested by

no test coverage detected