提交 3e8d4a90 编写于 作者: M Mr.doob

WebGLRenderer: Clean up.

上级 380de1a8
......@@ -686,14 +686,16 @@ function WebGLRenderer( parameters ) {
};
var program, geometryProgram, updateBuffers;
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
setMaterial( material );
var program = setProgram( camera, fog, material, object );
program = setProgram( camera, fog, material, object );
geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
var updateBuffers = false;
var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
updateBuffers = false;
if ( geometryProgram !== _currentGeometryProgram ) {
......@@ -708,6 +710,8 @@ function WebGLRenderer( parameters ) {
if ( morphTargetInfluences !== undefined ) {
// TODO Remove allocations
var activeInfluences = [];
for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
......@@ -754,8 +758,7 @@ function WebGLRenderer( parameters ) {
}
program.getUniforms().setValue(
_gl, 'morphTargetInfluences', morphInfluences );
program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
updateBuffers = true;
......@@ -774,17 +777,13 @@ function WebGLRenderer( parameters ) {
}
var renderer;
var renderer = bufferRenderer;
if ( index !== null ) {
renderer = indexedBufferRenderer;
renderer.setIndex( index );
} else {
renderer = bufferRenderer;
}
if ( updateBuffers ) {
......@@ -2296,7 +2295,8 @@ function WebGLRenderer( parameters ) {
if ( light.castShadow ) {
_lights.shadows[ lightShadowsLength ++ ] = light;
_lights.shadows[ lightShadowsLength ] = light;
lightShadowsLength ++;
}
......
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