提交 3e8d4a90 编写于 作者: M Mr.doob

WebGLRenderer: Clean up.

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