| | 478 | |
| | 479 | V primeru dodatnih kosov je potrebno ponastaviti transformacijo in narediti |
| | 480 | novo mrežo, kot je to prikazano v naslednjem delčku kode. |
| | 481 | {{{ |
| | 482 | #!javascript |
| | 483 | |
| | 484 | xformMat.identity(); |
| | 485 | rotMat.identity(); |
| | 486 | rotMat.rotateAboutZAxis(180); |
| | 487 | xformMat.multiply(rotMat); |
| | 488 | xformMat.translate(500, 500, 0); |
| | 489 | myMesh = new JSC3D.Mesh(); |
| | 490 | myMesh.vertexBuffer = new Array( meshes[i].vertexBuffer.length); |
| | 491 | myMesh.faceNormalBuffer = new Array( meshes[i].faceNormalBuffer.length); |
| | 492 | myMesh.indexBuffer = meshes[i].indexBuffer; |
| | 493 | |
| | 494 | // transform and rewrite vertex coordinates |
| | 495 | JSC3D.Math3D.transformVectors(xformMat, meshes[i].vertexBuffer, myMesh.vertexBuffer); |
| | 496 | // transform and rewrite face normals |
| | 497 | JSC3D.Math3D.transformVectors(rotMat, meshes[i].faceNormalBuffer, myMesh.faceNormalBuffer); |
| | 498 | myMesh.setMaterial(material); |
| | 499 | myMesh.init(); |
| | 500 | theScene.addChild(myMesh); |
| | 501 | }}} |