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

        if (!this.isUniqueVertex()) {
            this.generateUniqueVertex();
        }

        var attributes = this.attributes;
        var array = attributes.barycentric.value;
        var indices = this.indices;
        // Already existed;
        if (array && array.length === indices.length * 3) {
            return;
        }
        array = attributes.barycentric.value = new Float32Array(indices.length * 3);

        for (var i = 0; i < (indices ? indices.length : this.vertexCount / 3);) {
            for (var j = 0; j < 3; j++) {
                var ii = indices ? indices[i++] : (i * 3 + j);
                array[ii * 3 + j] = 1;
            }
        }
        this.dirty();
    }
function () {
        if (!this.vertexCount) {
            return;
        }

        if (!this.isUniqueVertex()) {
            this.generateUniqueVertex();
        }

        var attributes = this.attributes;
        var array = attributes.barycentric.value;
        var indices = this.indices;
        // Already existed;
        if (array && array.length === indices.length * 3) {
            return;
        }
        array = attributes.barycentric.value = new Float32Array(indices.length * 3);

        for (var i = 0; i < (indices ? indices.length : this.vertexCount / 3);) {
            for (var j = 0; j < 3; j++) {
                var ii = indices ? indices[i++] : (i * 3 + j);
                array[ii * 3 + j] = 1;
            }
        }
        this.dirty();
    }
function ( ) { if ( ! this . vertexCount ) { return ; } if ( ! this . isUniqueVertex ( ) ) { this . generateUniqueVertex ( ) ; } var attributes = this . attributes ; var array = attributes . barycentric . value ; var indices = this . indices ; // Already existed; if ( array && array . length === indices . length * 3 ) { return ; } array = attributes . barycentric . value = new Float32Array ( indices . length * 3 ) ; for ( var i = 0 ; i < ( indices ? indices . length : this . vertexCount / 3 ) ; ) { for ( var j = 0 ; j < 3 ; j ++ ) { var ii = indices ? indices [ i ++ ] : ( i * 3 + j ) ; array [ ii * 3 + j ] = 1 ; } } this . dirty ( ) ; }
Generate barycentric coordinates for wireframe draw.
Generate barycentric coordinates for wireframe draw .