Lines Matching refs:v3
25 this.v3 = new THREE.RenderableVertex();
225 function checkTriangleVisibility( v1, v2, v3 ) { argument
227 if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
231 _points3[ 2 ] = v3.positionScreen;
237 function checkBackfaceCulling( v1, v2, v3 ) { argument
239 return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
241 ( v3.positionScreen.y - v1.positionScreen.y ) *
288 var v3 = _vertexPool[ c ];
290 if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
292 if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
299 _face.v3.copy( v3 );
300 _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
578 var v3 = _vertexPool[ face.c ];
580 if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
582 var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
596 _face.v3.copy( v3 );
642 _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;