|
178 | 178 | // Push edges:
|
179 | 179 | for (k in this.edgeFloatArrays) {
|
180 | 180 | renderer = sigma.webgl.edges[k];
|
| 181 | + a = this.edgeFloatArrays[k].edges; |
181 | 182 |
|
182 |
| - for (a = this.edgeFloatArrays[k].edges, i = 0, l = a.length; i < l; i++) { |
183 |
| - if (!this.edgeFloatArrays[k].array) |
184 |
| - this.edgeFloatArrays[k].array = new Float32Array( |
185 |
| - a.length * renderer.POINTS * renderer.ATTRIBUTES |
186 |
| - ); |
| 183 | + // Creating the necessary arrays |
| 184 | + this.edgeFloatArrays[k].array = new Float32Array( |
| 185 | + a.length * renderer.POINTS * renderer.ATTRIBUTES |
| 186 | + ); |
187 | 187 |
|
| 188 | + for (i = 0, l = a.length; i < l; i++) { |
188 | 189 |
|
189 | 190 | // Just check that the edge and both its extremities are visible:
|
190 | 191 | if (
|
|
212 | 213 | // Push nodes:
|
213 | 214 | for (k in this.nodeFloatArrays) {
|
214 | 215 | renderer = sigma.webgl.nodes[k];
|
| 216 | + a = this.nodeFloatArrays[k].nodes; |
| 217 | + |
| 218 | + // Creating the necessary arrays |
| 219 | + this.nodeFloatArrays[k].array = new Float32Array( |
| 220 | + a.length * renderer.POINTS * renderer.ATTRIBUTES |
| 221 | + ); |
215 | 222 |
|
216 |
| - for (a = this.nodeFloatArrays[k].nodes, i = 0, l = a.length; i < l; i++) { |
| 223 | + for (i = 0, l = a.length; i < l; i++) { |
217 | 224 | if (!this.nodeFloatArrays[k].array)
|
218 | 225 | this.nodeFloatArrays[k].array = new Float32Array(
|
219 | 226 | a.length * renderer.POINTS * renderer.ATTRIBUTES
|
|
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