dist/claygl.es.js
function () {
        if (!this.vertexCount || !this.indices) {
            return;
        }

        if (this.indices.length > 0xffff) {
            this.indices = new vendor.Uint32Array(this.indices);
        }

        var attributes = this.attributes;
        var indices = this.indices;

        var attributeNameList = this.getEnabledAttributes();

        var oldAttrValues = {};
        for (var a = 0; a < attributeNameList.length; a++) {
            var name = attributeNameList[a];
            oldAttrValues[name] = attributes[name].value;
            attributes[name].init(this.indices.length);
        }

        var cursor = 0;
        for (var i = 0; i < indices.length; i++) {
            var ii = indices[i];
            for (var a = 0; a < attributeNameList.length; a++) {
                var name = attributeNameList[a];
                var array = attributes[name].value;
                var size = attributes[name].size;

                for (var k = 0; k < size; k++) {
                    array[cursor * size + k] = oldAttrValues[name][ii * size + k];
                }
            }
            indices[i] = cursor;
            cursor++;
        }

        this.dirty();
    }
function () {
        if (!this.vertexCount || !this.indices) {
            return;
        }

        if (this.indices.length > 0xffff) {
            this.indices = new vendor.Uint32Array(this.indices);
        }

        var attributes = this.attributes;
        var indices = this.indices;

        var attributeNameList = this.getEnabledAttributes();

        var oldAttrValues = {};
        for (var a = 0; a < attributeNameList.length; a++) {
            var name = attributeNameList[a];
            oldAttrValues[name] = attributes[name].value;
            attributes[name].init(this.indices.length);
        }

        var cursor = 0;
        for (var i = 0; i < indices.length; i++) {
            var ii = indices[i];
            for (var a = 0; a < attributeNameList.length; a++) {
                var name = attributeNameList[a];
                var array = attributes[name].value;
                var size = attributes[name].size;

                for (var k = 0; k < size; k++) {
                    array[cursor * size + k] = oldAttrValues[name][ii * size + k];
                }
            }
            indices[i] = cursor;
            cursor++;
        }

        this.dirty();
    }
function ( ) { if ( ! this . vertexCount || ! this . indices ) { return ; } if ( this . indices . length > 0xffff ) { this . indices = new vendor . Uint32Array ( this . indices ) ; } var attributes = this . attributes ; var indices = this . indices ; var attributeNameList = this . getEnabledAttributes ( ) ; var oldAttrValues = { } ; for ( var a = 0 ; a < attributeNameList . length ; a ++ ) { var name = attributeNameList [ a ] ; oldAttrValues [ name ] = attributes [ name ] . value ; attributes [ name ] . init ( this . indices . length ) ; } var cursor = 0 ; for ( var i = 0 ; i < indices . length ; i ++ ) { var ii = indices [ i ] ; for ( var a = 0 ; a < attributeNameList . length ; a ++ ) { var name = attributeNameList [ a ] ; var array = attributes [ name ] . value ; var size = attributes [ name ] . size ; for ( var k = 0 ; k < size ; k ++ ) { array [ cursor * size + k ] = oldAttrValues [ name ] [ ii * size + k ] ; } } indices [ i ] = cursor ; cursor ++ ; } this . dirty ( ) ; }
Create a unique vertex for each index.
Create a unique vertex for each index .