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Typo correction

Raanan Weber 10 anos atrás
pai
commit
09aaf75957

+ 2 - 3
Babylon/Mesh/babylon.meshSimplification.js

@@ -178,7 +178,7 @@ var BABYLON;
     var QuadraticErrorSimplification = (function () {
         function QuadraticErrorSimplification(_mesh) {
             this._mesh = _mesh;
-            this.initialised = false;
+            this.initialized = false;
             this.syncIterations = 5000;
             this.aggressiveness = 7;
             this.decimationIterations = 100;
@@ -326,7 +326,6 @@ var BABYLON;
             this.vertices = [];
             this.triangles = [];
             this._mesh = mesh;
-            //It is assumed that a mesh has positions, normals and either uvs or colors.
             var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
             var indices = mesh.getIndices();
             var submesh = mesh.subMeshes[submeshIndex];
@@ -370,7 +369,7 @@ var BABYLON;
                     t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
                 };
                 BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
-                    _this.initialised = true;
+                    _this.initialized = true;
                     callback();
                 });
             });

+ 2 - 3
Babylon/Mesh/babylon.meshSimplification.ts

@@ -229,7 +229,7 @@
         private vertices: Array<DecimationVertex>;
         private references: Array<Reference>;
 
-        private initialised: boolean = false;
+        private initialized: boolean = false;
 
         private _reconstructedMesh: Mesh;
 
@@ -405,7 +405,6 @@
             this.triangles = [];
 
             this._mesh = mesh;
-            //It is assumed that a mesh has positions, normals and either uvs or colors.
             var positionData = this._mesh.getVerticesData(VertexBuffer.PositionKind);
             
             var indices = mesh.getIndices();
@@ -453,7 +452,7 @@
                     t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
                 };
                 AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit2,() => {
-                    this.initialised = true;
+                    this.initialized = true;
                     callback();
                 });
             });