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Init vertex buffer in constructor

the vertex buffer was initialized only when vertics data was set, and
was therefore undefined until then.
Now initializing it in the constructor.
Raanan Weber 10 năm trước cách đây
mục cha
commit
95b6726f58
2 tập tin đã thay đổi với 7 bổ sung6 xóa
  1. 3 3
      src/Mesh/babylon.geometry.js
  2. 4 3
      src/Mesh/babylon.geometry.ts

+ 3 - 3
src/Mesh/babylon.geometry.js

@@ -9,12 +9,14 @@ var BABYLON;
         function Geometry(id, scene, vertexData, updatable, mesh) {
             this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
             this._totalVertices = 0;
-            this._indices = [];
             this._isDisposed = false;
             this.id = id;
             this._engine = scene.getEngine();
             this._meshes = [];
             this._scene = scene;
+            //Init vertex buffer cache
+            this._vertexBuffers = {};
+            this._indices = [];
             // vertexData
             if (vertexData) {
                 this.setAllVerticesData(vertexData, updatable);
@@ -43,7 +45,6 @@ var BABYLON;
             this.notifyUpdate();
         };
         Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
-            this._vertexBuffers = this._vertexBuffers || {};
             if (this._vertexBuffers[kind]) {
                 this._vertexBuffers[kind].dispose();
             }
@@ -634,4 +635,3 @@ var BABYLON;
         })(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
     })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.geometry.js.map

+ 4 - 3
src/Mesh/babylon.geometry.ts

@@ -11,7 +11,7 @@
         private _engine: Engine;
         private _meshes: Mesh[];
         private _totalVertices = 0;
-        private _indices = [];
+        private _indices;
         private _vertexBuffers;
         private _isDisposed = false;
         public _delayInfo; //ANY
@@ -24,6 +24,9 @@
             this._engine = scene.getEngine();
             this._meshes = [];
             this._scene = scene;
+			//Init vertex buffer cache
+			this._vertexBuffers = {};
+			this._indices = [];
 
             // vertexData
             if (vertexData) {
@@ -59,8 +62,6 @@
         }
 
         public setVerticesData(kind: string, data: number[] | Float32Array, updatable?: boolean, stride?: number): void {
-            this._vertexBuffers = this._vertexBuffers || {};
-
             if (this._vertexBuffers[kind]) {
                 this._vertexBuffers[kind].dispose();
             }