build/browser/index.js
/**
     * Modifies the incoming point by projecting it onto the unit sphere.
     * Add the point to the array of points
     * Sets a hidden `index` property to the index in `points`
     * Computes the texture coordinates and sticks them in the hidden `uv` property as a Vector2.
     * OK!
     * @hidden
     */
Modifies the incoming point by projecting it onto the unit sphere.
Modifies the incoming point by projecting it onto the unit sphere .
function prepare(point, points) {
        var vertex = Vector3.copy(point).normalize();
        points.push(vertex);
        var u = azimuth(point) / 2 / Math.PI + 0.5;
        var v = inclination(point) / Math.PI + 0.5;
        var something = vertex;
        something['uv'] = new Vector2([u, 1 - v]);
        return vertex;
    }
function prepare ( point , points ) { var vertex = Vector3 . copy ( point ) . normalize ( ) ; points . push ( vertex ) ; var u = azimuth ( point ) / 2 / Math . PI + 0.5 ; var v = inclination ( point ) / Math . PI + 0.5 ; var something = vertex ; something [ 'uv' ] = new Vector2 ( [ u , 1 - v ] ) ; return vertex ; }
Modifies the incoming point by projecting it onto the unit sphere.
Modifies the incoming point by projecting it onto the unit sphere .
// Copy the point and project it onto the unit sphere. // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. // This is a bit ugly from a type-safety perspective. // We could avoid it by working with a Vertex object instead.