How to use the InstancedBufferAttribute function from three
Find comprehensive JavaScript three.InstancedBufferAttribute code examples handpicked from public code repositorys.
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high: {value: colorRange[1]}, colormap: {type: 't', value: colormap}, }; geometry.setAttribute( 'attributes', new THREE.InstancedBufferAttribute(attribute, 1).setUsage(THREE.DynamicDrawUsage), ); } else { colors = (pointColors && pointColors.length === positions.length / 3 ? colorsToFloat32Array(pointColors) : getColorsArray(color, positions.length / 3)
+ 5 other calls in file
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} } } let offsets = new THREE.InstancedBufferAttribute(new Float32Array(blockData.n_tx * 2), 2) let scales = new THREE.InstancedBufferAttribute(new Float32Array(blockData.n_tx), 1) for (let i = 0; i < blockData.n_tx; i++) { // if (typeof blockData.tx[i] === 'undefined') { // continue
+ 23 other calls in file
GitHub: shaungt1/sketch-threejs
![shaungt1 profile picture](/shaungt1.png?size=40)
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// Setting BufferAttribute const baseGeometry = new THREE.OctahedronBufferGeometry(30, 4); geometry.copy(baseGeometry); // Setting InstancedBufferAttribute const radian = new THREE.InstancedBufferAttribute(new Float32Array(this.instances), 1); const hsv = new THREE.InstancedBufferAttribute(new Float32Array(this.instances * 3), 3); const noiseDiff = new THREE.InstancedBufferAttribute(new Float32Array(this.instances), 1); const speed = new THREE.InstancedBufferAttribute(new Float32Array(this.instances), 1); for (var i = 0; i < this.instances; i++) {
+ 7 other calls in file
GitHub: i10416/sketch-threejs
![i10416 profile picture](/i10416.png?size=40)
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const geometry = new THREE.InstancedBufferGeometry(); const baseGeometry = new THREE.BoxGeometry(40, 1, 10); geometry.copy(baseGeometry); const height = new THREE.InstancedBufferAttribute(new Float32Array(this.instances), 1); const offsetX = new THREE.InstancedBufferAttribute(new Float32Array(this.instances), 1); for ( var i = 0, ul = this.instances; i < ul; i++ ) { height.setXYZ(i, (i + 1) * 150 + 200); offsetX.setXYZ(i, (i - (this.instances - 1) / 2) * 120); }
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//let aCurveFloat32 = new Float32Array(aCurve); //console.log(mesh, mesh.geometry); //this.scene.children[0].geometry.setAttribute( // "aCurve", // new THREE.InstancedBufferAttribute(aCurveFloat32, 3, false) //); } if(this.box.length==2){ for (let i = 0; i < mesh.count; i++) {
+ 35 other calls in file
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} let aCurveFloat32 = new Float32Array(aCurve); //console.log(mesh, mesh.geometry); this.scene.children[0].geometry.setAttribute( "aCurve", new THREE.InstancedBufferAttribute(aCurveFloat32, 2, false) ); }
+ 33 other calls in file
GitHub: audunsh/evince
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let aStateFloat32 = new Float32Array(aState); instancedGeometry.setAttribute( "aState", new THREE.InstancedBufferAttribute(aStateFloat32, 2, false) ); for (let i = 0; i < instanceCount; i++) { aCurve.push(this.pos[i][0], this.pos[i][1], 0.0);
+ 15 other calls in file
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const array = new cons( count * itemSize ); let newAttribute; if ( attribute.isInstancedInterleavedBufferAttribute ) { newAttribute = new THREE.InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute ); } else { newAttribute = new THREE.BufferAttribute( array, itemSize, normalized );
GitHub: ASLS-org/studio
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const SHUTTER_STROBE_FREQUENCIES_DEFAULT = { SLOW: 1, FAST: 10 } var position_buffer_attribute = new THREE.InstancedBufferAttribute(new Float32Array(MAX_INSTANCES * 3), 3).setDynamic(true) var direction_buffer_attribute = new THREE.InstancedBufferAttribute(new Float32Array(MAX_INSTANCES * 3), 3).setDynamic(true) var intensity_buffer_attribute = new THREE.InstancedBufferAttribute(new Float32Array(MAX_INSTANCES), 1).setDynamic(true) var color_buffer_attribute = new THREE.InstancedBufferAttribute(new Float32Array(MAX_INSTANCES * 3), 3).setDynamic(true) var emissive_buffer_attribute = new THREE.InstancedBufferAttribute(new Float32Array(MAX_INSTANCES), 1).setDynamic(true)
+ 23 other calls in file
three.Vector3 is the most popular function in three (22341 examples)