Refactored lines handling in WebGLRenderer to use the same internal machinery as meshes.

No need to stuff them in different bucket, line-specific stuff is anyway done in `renderBuffer` method.

This was prompted by starting with implementation of ParticleSystem. It would be unwieldy to handle three different buckets of objects / buffers.
This commit is contained in:
alteredq
2011-01-08 17:33:55 +01:00
parent 2c2b9b81bf
commit e43de3dcf7
6 changed files with 338 additions and 365 deletions
+17
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.ParticleSystem = function ( geometry, materials ) {
THREE.Object3D.call( this );
this.geometry = geometry;
this.materials = materials instanceof Array ? materials : [ materials ];
this.autoUpdateMatrix = false;
};
THREE.ParticleSystem.prototype = new THREE.Object3D();
THREE.ParticleSystem.prototype.constructor = THREE.ParticleSystem;