<p dir="auto">hi there, i have a question about face and vertex uvs ....</p>
<p dir="auto">i sort of understend the face uv .... wich works in the faces list with a index ....</p>
<p dir="auto">[ [ UV1, UV2, UV3, … ], [ UV1, UV2, UV3, … ], … ];</p>
<p dir="auto">the extra [ ] is one face and thats where the index points at ..... (please, correct me if im wrong)<br>
and every value in there is one corner of the face the position of the vertex in the texture editor ...<br>
if im right ... does it matter in what order the come in or do they have to be sorted  so i get a<br>
increasing value ( 1,2,3,5, 7,8,9,)</p>
<p dir="auto">the vertex list is a different story ..... whats the difference and do you need them both?</p>
<p dir="auto">[ [ [UV1, UV2, UV3], [UV4, UV5, UV6],… ], [ [UV1, UV2, UV3], [UV4, UV5, UV6],… ], … ];</p>
<p dir="auto">another extra [ ] the first set of [ ] is a face  and the second set is the values og the uvs surounding the vertex? but were looking at vertecies and not faces this doesnt make realy alot of sence to me ...... and what information of the position of the vertx doe you have if the surrounding faces are not conected ...... i realy stuck on this one</p>
<p dir="auto">can anybody clear this up for me please?</p>
<p dir="auto">maarten</p>
<p dir="auto">In the normalmap shader here:</p>
<p dir="auto"><a href="https://github.com/mrdoob/three.js/blob/master/src/renderers/shaders/ShaderLib.js#L572">https://github.com/mrdoob/three.js/blob/master/src/renderers/shaders/ShaderLib.js#L572</a></p>
<p dir="auto">It defines uniforms for the various standard material colors (diffuse, ambient, specular) but it does so in a way that is different from every other material because it calls them "uDiffuseColor", "uAmbientColor" and "uSpecularColor".  Every other material uses the standard set out here:</p>
<p dir="auto"><a href="https://github.com/mrdoob/three.js/blob/master/src/renderers/shaders/ShaderChunk.js#L444">https://github.com/mrdoob/three.js/blob/master/src/renderers/shaders/ShaderChunk.js#L444</a></p>
<p dir="auto">with the names being "diffuse", "ambient" and "specular."</p>
<p dir="auto">I think there is/was some attempt to prefix uniforms with "u" but it is inconsistently done.  Probably should settle on a single standard here.</p>
<p dir="auto">I'd suggest as going as far as creating a 'surface_colors' section in the ShaderLib.js for "diffuseColor", "ambientColor", "emissiveColor" and "specularColor" (I'd recommend including "Color" in the name to be clear what it is) as it is pretty common and making it standardized just simplifies things.</p>