提交 b2cbafea 编写于 作者: M Mr.doob

Updated builds.

上级 686e241d
......@@ -8996,8 +8996,9 @@
_lightPositionWorld = new Vector3(),
_MorphingFlag = 1,
_SkinningFlag = 2,
_NumberOfMaterialVariants = ( _MorphingFlag ) + 1,
_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
_depthMaterials = new Array( _NumberOfMaterialVariants ),
_distanceMaterials = new Array( _NumberOfMaterialVariants ),
......@@ -9031,6 +9032,7 @@
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
var useMorphing = ( i & _MorphingFlag ) !== 0;
var useSkinning = ( i & _SkinningFlag ) !== 0;
var depthMaterial = depthMaterialTemplate.clone();
depthMaterial.morphTargets = useMorphing;
......@@ -9270,9 +9272,12 @@
}
var useSkinning = object.isSkinnedMesh;
var variantIndex = 0;
if ( useMorphing ) variantIndex |= _MorphingFlag;
if ( useSkinning ) variantIndex |= _SkinningFlag;
result = materialVariants[ variantIndex ];
......
此差异已折叠。
......@@ -8990,8 +8990,9 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
_lightPositionWorld = new Vector3(),
_MorphingFlag = 1,
_SkinningFlag = 2,
_NumberOfMaterialVariants = ( _MorphingFlag ) + 1,
_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
_depthMaterials = new Array( _NumberOfMaterialVariants ),
_distanceMaterials = new Array( _NumberOfMaterialVariants ),
......@@ -9025,6 +9026,7 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
var useMorphing = ( i & _MorphingFlag ) !== 0;
var useSkinning = ( i & _SkinningFlag ) !== 0;
var depthMaterial = depthMaterialTemplate.clone();
depthMaterial.morphTargets = useMorphing;
......@@ -9264,9 +9266,12 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
}
var useSkinning = object.isSkinnedMesh;
var variantIndex = 0;
if ( useMorphing ) variantIndex |= _MorphingFlag;
if ( useSkinning ) variantIndex |= _SkinningFlag;
result = materialVariants[ variantIndex ];
......
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