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145 | 145 |
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146 | 146 | var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1, false ); |
147 | 147 |
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148 | | - for ( var i = 0, ul = offsets.length / 3; i < ul; i++ ) { |
| 148 | + for ( var i = 0, ul = offsets.length; i < ul; i++ ) { |
149 | 149 |
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150 | 150 | offsets.setXYZ( i, Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ); |
151 | 151 |
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155 | 155 |
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156 | 156 | var colors = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, false ); |
157 | 157 |
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158 | | - for ( var i = 0, ul = colors.length / 4; i < ul; i++ ) { |
| 158 | + for ( var i = 0, ul = colors.length; i < ul; i++ ) { |
159 | 159 |
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160 | 160 | colors.setXYZW( i, Math.random(), Math.random(), Math.random(), Math.random() ); |
161 | 161 |
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167 | 167 |
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168 | 168 | var orientationsStart = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, false ); |
169 | 169 |
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170 | | - for ( var i = 0, ul = orientationsStart.length / 4; i < ul; i++ ) { |
| 170 | + for ( var i = 0, ul = orientationsStart.length; i < ul; i++ ) { |
171 | 171 |
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172 | 172 | vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ); |
173 | 173 | vector.normalize(); |
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180 | 180 |
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181 | 181 | var orientationsEnd = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, false ); |
182 | 182 |
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183 | | - for ( var i = 0, ul = orientationsEnd.length / 4; i < ul; i++ ) { |
| 183 | + for ( var i = 0, ul = orientationsEnd.length; i < ul; i++ ) { |
184 | 184 |
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185 | 185 | vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ); |
186 | 186 | vector.normalize(); |
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