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Merge pull request #6 from gl-vis/fix-mobile
Ignore floats in mobiles
2 parents 9e2bc26 + ca984e7 commit 809a6e0

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4 files changed

+8
-5
lines changed

4 files changed

+8
-5
lines changed

example/scatter.js

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -5,7 +5,6 @@ var createScatter = require('gl-scatter3d')
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var bunny = require('bunny')
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var scene = createScene()
8-
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var scatter = createScatter({
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gl: scene.gl,
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position: bunny.positions,
@@ -17,4 +16,4 @@ var scatter = createScatter({
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lineWidth: 1
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})
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scene.add(scatter)
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scene.add(scatter)

example/wireframe.js

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,6 @@
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'use strict'
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3+
require('enable-mobile')
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var createScene = require('../scene')
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var createMesh = require('gl-mesh3d')
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var bunny = require('bunny')
@@ -13,4 +14,4 @@ var mesh = createMesh({
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colormap: 'jet'
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})
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scene.add(mesh)
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scene.add(mesh)

package.json

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -16,15 +16,17 @@
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"gl-shader": "^4.0.4",
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"gl-spikes3d": "^1.0.3",
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"glslify": "^2.1.2",
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"is-mobile": "^0.2.2",
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"mouse-change": "^1.1.1",
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"ndarray": "^1.0.16"
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},
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"devDependencies": {
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"bunny": "^1.0.1",
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"dirichlet": "0.0.0",
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"enable-mobile": "^1.0.7",
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"gl-line3d": "^1.0.0",
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"gl-mesh3d": "^1.0.0",
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"gl-scatter3d": "^1.0.0",
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"gl-scatter3d": "^1.0.10",
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"gl-surface3d": "^1.0.0",
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"ndarray-fill": "^1.0.1",
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"simplicial-complex": "^1.0.0"

scene.js

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -12,6 +12,7 @@ var drawTriangle = require('a-big-triangle')
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var mouseChange = require('mouse-change')
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var perspective = require('gl-mat4/perspective')
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var createShader = require('./lib/shader')
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var isMobile = require('is-mobile')()
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function MouseSelect() {
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this.mouse = [-1,-1]
@@ -95,7 +96,7 @@ function createScene(options) {
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//Accumulation buffer
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var accumBuffer = createFBO(gl,
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[gl.drawingBufferWidth, gl.drawingBufferHeight], {
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preferFloat: true
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preferFloat: !isMobile
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})
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var accumShader = createShader(gl)

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