提交 a84caf66 编写于 作者: M Mr.doob

WebGLShadowMap: Fixed InstancedMesh support.

上级 6047da34
......@@ -229,9 +229,9 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
}
function getDepthMaterialVariant( useMorphing, useSkinning ) {
function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
var index = useMorphing << 0 | useSkinning << 1;
var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
var material = _depthMaterials[ index ];
......@@ -254,9 +254,9 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
}
function getDistanceMaterialVariant( useMorphing, useSkinning ) {
function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
var index = useMorphing << 0 | useSkinning << 1;
var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
var material = _distanceMaterials[ index ];
......@@ -327,7 +327,9 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
}
result = getMaterialVariant( useMorphing, useSkinning );
var useInstancing = object.isInstancedMesh === true;
result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
} else {
......
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