Showing with 6 additions and 5 deletions.
  1. +6 −5 examples/js/SimulationRenderer.js
@@ -26,7 +26,7 @@ function SimulationRenderer( WIDTH, renderer ) {

}

if ( gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) == 0 ) {
if ( gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) === 0 ) {

alert( "No support for vertex shader textures!" );
return;
@@ -102,7 +102,7 @@ function SimulationRenderer( WIDTH, renderer ) {

rtPosition1 = getRenderTarget( THREE.RGBAFormat );
rtPosition2 = rtPosition1.clone();
rtVelocity1 = getRenderTarget( THREE.RGBFormat );
rtVelocity1 = getRenderTarget( THREE.RGBAFormat );
rtVelocity2 = rtVelocity1.clone();

simulator.renderTexture( dtPosition, rtPosition1 );
@@ -211,9 +211,9 @@ function SimulationRenderer( WIDTH, renderer ) {

function generateVelocityTexture() {

var a = new Float32Array( PARTICLES * 3 );
var a = new Float32Array( PARTICLES * 4 );

for ( var k = 0, kl = a.length; k < kl; k += 3 ) {
for ( var k = 0, kl = a.length; k < kl; k += 4 ) {

var x = Math.random() - 0.5;
var y = Math.random() - 0.5;
@@ -222,10 +222,11 @@ function SimulationRenderer( WIDTH, renderer ) {
a[ k + 0 ] = x * 10;
a[ k + 1 ] = y * 10;
a[ k + 2 ] = z * 10;
a[ k + 3 ] = 1;

}

var texture = new THREE.DataTexture( a, WIDTH, WIDTH, THREE.RGBFormat, THREE.FloatType );
var texture = new THREE.DataTexture( a, WIDTH, WIDTH, THREE.RGBAFormat, THREE.FloatType );
texture.needsUpdate = true;

return texture;