@@ -180,21 +180,23 @@ function createApp(gl, settings) {
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twgl . resizeCanvasToDisplaySize ( gl . canvas ) ;
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- // Make the camera rotate around the scene.
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- eyePosition [ 0 ] = Math . sin ( clock * g_eyeSpeed ) * g_eyeRadius ;
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- eyePosition [ 1 ] = g_eyeHeight ;
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- eyePosition [ 2 ] = Math . cos ( clock * g_eyeSpeed ) * g_eyeRadius ;
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+ if ( settings . update ) {
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+ // Make the camera rotate around the scene.
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+ eyePosition [ 0 ] = Math . sin ( clock * g_eyeSpeed ) * g_eyeRadius ;
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+ eyePosition [ 1 ] = g_eyeHeight ;
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+ eyePosition [ 2 ] = Math . cos ( clock * g_eyeSpeed ) * g_eyeRadius ;
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- // --Update Instance Positions---------------------------------------
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- var advance = elapsedTime / 2 ;
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- for ( var ii = 0 ; ii < g_numObjects ; ++ ii ) {
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- var instance = instances [ ii ] ;
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- instance . xClock += advance * instance . xClockSpeed ;
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- instance . yClock += advance * instance . yClockSpeed ;
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- instance . zClock += advance * instance . zClockSpeed ;
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- instance . x = Math . sin ( instance . xClock ) * instance . xRadius ;
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- instance . y = Math . sin ( instance . yClock ) * instance . yRadius ;
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- instance . z = Math . cos ( instance . zClock ) * instance . zRadius ;
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+ // --Update Instance Positions---------------------------------------
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+ const advance = elapsedTime / 2 ;
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+ for ( let ii = 0 ; ii < g_numObjects ; ++ ii ) {
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+ var instance = instances [ ii ] ;
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+ instance . xClock += advance * instance . xClockSpeed ;
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+ instance . yClock += advance * instance . yClockSpeed ;
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+ instance . zClock += advance * instance . zClockSpeed ;
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+ instance . x = Math . sin ( instance . xClock ) * instance . xRadius ;
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+ instance . y = Math . sin ( instance . yClock ) * instance . yRadius ;
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+ instance . z = Math . cos ( instance . zClock ) * instance . zRadius ;
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+ }
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}
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}
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