提交 9ad1129d 编写于 作者: M Mr.doob

WebGLRenderer: Minor tweaks.

上级 9f93c372
......@@ -1671,6 +1671,7 @@ THREE.WebGLRenderer = function ( parameters ) {
materialProperties.uniformsList = [];
var uniformLocations = materialProperties.program.getUniforms();
for ( var u in materialProperties.__webglShader.uniforms ) {
var location = uniformLocations[ u ];
......@@ -2238,7 +2239,7 @@ THREE.WebGLRenderer = function ( parameters ) {
function loadUniformsGeneric ( uniforms ) {
var texture, textureUnit, offset;
var texture, textureUnit;
for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
......@@ -2387,12 +2388,10 @@ THREE.WebGLRenderer = function ( parameters ) {
}
for ( var i = 0, il = value.length; i < il; i ++ ) {
offset = i * 2;
for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
uniform._array[ offset + 0 ] = value[ i ].x;
uniform._array[ offset + 1 ] = value[ i ].y;
uniform._array[ i2 + 0 ] = value[ i ].x;
uniform._array[ i2 + 1 ] = value[ i ].y;
}
......@@ -2410,13 +2409,11 @@ THREE.WebGLRenderer = function ( parameters ) {
}
for ( var i = 0, il = value.length; i < il; i ++ ) {
for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
offset = i * 3;
uniform._array[ offset + 0 ] = value[ i ].x;
uniform._array[ offset + 1 ] = value[ i ].y;
uniform._array[ offset + 2 ] = value[ i ].z;
uniform._array[ i3 + 0 ] = value[ i ].x;
uniform._array[ i3 + 1 ] = value[ i ].y;
uniform._array[ i3 + 2 ] = value[ i ].z;
}
......@@ -2434,14 +2431,12 @@ THREE.WebGLRenderer = function ( parameters ) {
}
for ( var i = 0, il = value.length; i < il; i ++ ) {
offset = i * 4;
for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
uniform._array[ offset + 0 ] = value[ i ].x;
uniform._array[ offset + 1 ] = value[ i ].y;
uniform._array[ offset + 2 ] = value[ i ].z;
uniform._array[ offset + 3 ] = value[ i ].w;
uniform._array[ i4 + 0 ] = value[ i ].x;
uniform._array[ i4 + 1 ] = value[ i ].y;
uniform._array[ i4 + 2 ] = value[ i ].z;
uniform._array[ i4 + 3 ] = value[ i ].w;
}
......
......@@ -214,7 +214,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
var group = groups[ j ];
var groupMaterial = materials[ group.materialIndex ];
if ( groupMaterial !== undefined ) {
if ( groupMaterial.visible === true ) {
_renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, getDepthMaterial( object, groupMaterial ), object, group );
......
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