This PR introduces ShapeBufferGeometry.
The first DEMO shows a simple shape geometry with a hole.
The second DEMO shows a geometry constructed out of two shapes.
Unfortunately i had to perform some changes in order to make ShapeBufferGeometry and ShapeGeometry more consistent to the new geometry entities.
UVWorldGenerator.generate( bufferGeometry );
I hope the implementation is okay so far. There was no need to change webgl_geometry_shapes to keep things working. What do you think?
ShapeBufferGeometry: Initial commit
I would avoid calling computeVertexNormals() when you can compute the normals analytically. Are not all the normals ( 0, 0, 1 )?
( 0, 0, 1 )
You're right! It's actually better to create the normals like the other buffers. The value is always ( 0, 0, 1 ).
I would note in the example that you are compensating for the so-called "world UVs" by setting offset/repeat on the texture.
ShapeBufferGeometry: Clean up