- for (i = 0; i < numberOfShadowModes; ++i) {
- this._outlineBatches[i] = new StaticOutlineGeometryBatch(primitives, scene, i, false);
- this._outlineBatches[numberOfShadowModes + i] = new StaticOutlineGeometryBatch(primitives, scene, i, true);
-
- this._closedColorBatches[i] = new StaticGeometryColorBatch(primitives, PerInstanceColorAppearance, undefined, true, i, true);
- this._closedColorBatches[numberOfShadowModes + i] = new StaticGeometryColorBatch(primitives, PerInstanceColorAppearance, undefined, true, i, false);
-
- this._closedMaterialBatches[i] = new StaticGeometryPerMaterialBatch(primitives, MaterialAppearance, undefined, true, i, true);
- this._closedMaterialBatches[numberOfShadowModes + i] = new StaticGeometryPerMaterialBatch(primitives, MaterialAppearance, undefined, true, i, false);
-
- this._openColorBatches[i] = new StaticGeometryColorBatch(primitives, PerInstanceColorAppearance, undefined, false, i, true);
- this._openColorBatches[numberOfShadowModes + i] = new StaticGeometryColorBatch(primitives, PerInstanceColorAppearance, undefined, false, i, false);
-
- this._openMaterialBatches[i] = new StaticGeometryPerMaterialBatch(primitives, MaterialAppearance, undefined, false, i, true);
- this._openMaterialBatches[numberOfShadowModes + i] = new StaticGeometryPerMaterialBatch(primitives, MaterialAppearance, undefined, false, i, false);
- }
-
- var numberOfClassificationTypes = ClassificationType.NUMBER_OF_CLASSIFICATION_TYPES;
- var groundColorBatches = new Array(numberOfClassificationTypes);
- var groundMaterialBatches = [];
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