function Skin(id) {
        _classCallCheck(this, Skin);

        /** @type {int} */
        var _this = _possibleConstructorReturn(this, (Skin.__proto__ || Object.getPrototypeOf(Skin)).call(this));

        _this._id = id;

        /** @type {Vec3} */
        _this._rotationCenter = twgl.v3.create(0, 0);

        /**
         * The uniforms to be used by the vertex and pixel shaders.
         * Some of these are used by other parts of the renderer as well.
         * @type {Object.<string,*>}
         * @private
         */
        _this._uniforms = {
            /**
             * The nominal (not necessarily current) size of the current skin.
             * @type {Array<number>}
             */
            u_skinSize: [0, 0],

            /**
             * The actual WebGL texture object for the skin.
             * @type {WebGLTexture}
             */
            u_skin: null
        };

        _this.setMaxListeners(RenderConstants.SKIN_SHARE_SOFT_LIMIT);
        return _this;
    }
/**
     * Create a Skin, which stores and/or generates textures for use in rendering.
     * @param {int} id - The unique ID for this Skin.
     * @constructor
     */
Create a Skin, which stores and/or generates textures for use in rendering.
@param {int} id - The unique ID for this Skin.
@constructor
Create a Skin which stores and / or generates textures for use in rendering . @param { int } id - The unique ID for this Skin . @constructor
function Skin(id) {
        _classCallCheck(this, Skin);
        var _this = _possibleConstructorReturn(this, (Skin.__proto__ || Object.getPrototypeOf(Skin)).call(this));
        _this._id = id;
        _this._rotationCenter = twgl.v3.create(0, 0);
        _this._uniforms = {
            u_skinSize: [0, 0],
            u_skin: null
        };
        _this.setMaxListeners(RenderConstants.SKIN_SHARE_SOFT_LIMIT);
        return _this;
    }
function Skin ( id ) { _classCallCheck ( this , Skin ) ; var _this = _possibleConstructorReturn ( this , ( Skin . __proto__ || Object . getPrototypeOf ( Skin ) ) . call ( this ) ) ; _this . _id = id ; _this . _rotationCenter = twgl . v3 . create ( 0 , 0 ) ; _this . _uniforms = { u_skinSize : [ 0 , 0 ] , u_skin : null } ; _this . setMaxListeners ( RenderConstants . SKIN_SHARE_SOFT_LIMIT ) ; return _this ; }
Create a Skin, which stores and/or generates textures for use in rendering.
Create a Skin which stores and / or generates textures for use in rendering .
/** @type {int} */ /** @type {Vec3} */ /**
         * The uniforms to be used by the vertex and pixel shaders.
         * Some of these are used by other parts of the renderer as well.
         * @type {Object.<string,*>}
         * @private
         */ /**
             * The nominal (not necessarily current) size of the current skin.
             * @type {Array<number>}
             */ /**
             * The actual WebGL texture object for the skin.
             * @type {WebGLTexture}
             */