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Ignore floats in mobiles #6

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Feb 22, 2017
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3 changes: 1 addition & 2 deletions example/scatter.js
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,6 @@ var createScatter = require('gl-scatter3d')
var bunny = require('bunny')

var scene = createScene()

var scatter = createScatter({
gl: scene.gl,
position: bunny.positions,
Expand All @@ -17,4 +16,4 @@ var scatter = createScatter({
lineWidth: 1
})

scene.add(scatter)
scene.add(scatter)
3 changes: 2 additions & 1 deletion example/wireframe.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
'use strict'

require('enable-mobile')
var createScene = require('../scene')
var createMesh = require('gl-mesh3d')
var bunny = require('bunny')
Expand All @@ -13,4 +14,4 @@ var mesh = createMesh({
colormap: 'jet'
})

scene.add(mesh)
scene.add(mesh)
4 changes: 3 additions & 1 deletion package.json
Original file line number Diff line number Diff line change
Expand Up @@ -16,15 +16,17 @@
"gl-shader": "^4.0.4",
"gl-spikes3d": "^1.0.3",
"glslify": "^2.1.2",
"is-mobile": "^0.2.2",
"mouse-change": "^1.1.1",
"ndarray": "^1.0.16"
},
"devDependencies": {
"bunny": "^1.0.1",
"dirichlet": "0.0.0",
"enable-mobile": "^1.0.7",
"gl-line3d": "^1.0.0",
"gl-mesh3d": "^1.0.0",
"gl-scatter3d": "^1.0.0",
"gl-scatter3d": "^1.0.10",
"gl-surface3d": "^1.0.0",
"ndarray-fill": "^1.0.1",
"simplicial-complex": "^1.0.0"
Expand Down
3 changes: 2 additions & 1 deletion scene.js
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@ var drawTriangle = require('a-big-triangle')
var mouseChange = require('mouse-change')
var perspective = require('gl-mat4/perspective')
var createShader = require('./lib/shader')
var isMobile = require('is-mobile')()

function MouseSelect() {
this.mouse = [-1,-1]
Expand Down Expand Up @@ -95,7 +96,7 @@ function createScene(options) {
//Accumulation buffer
var accumBuffer = createFBO(gl,
[gl.drawingBufferWidth, gl.drawingBufferHeight], {
preferFloat: true
preferFloat: !isMobile
})

var accumShader = createShader(gl)
Expand Down