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Commit 3d0b544

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committedFeb 14, 2017
WebGLRenderer: Use object.isSkinnedMesh instead of material.skinning. See #10754.
1 parent ab9e2e2 commit 3d0b544

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2 files changed

+4
-4
lines changed

2 files changed

+4
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‎src/renderers/WebGLRenderer.js

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Original file line numberDiff line numberDiff line change
@@ -1828,7 +1828,7 @@ function WebGLRenderer( parameters ) {
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material.isMeshBasicMaterial ||
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material.isMeshStandardMaterial ||
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material.isShaderMaterial ||
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material.skinning ) {
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object.isSkinnedMesh ) {
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p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
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@@ -1843,7 +1843,7 @@ function WebGLRenderer( parameters ) {
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// auto-setting of texture unit for bone texture must go before other textures
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// not sure why, but otherwise weird things happen
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if ( material.skinning ) {
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if ( object.isSkinnedMesh ) {
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p_uniforms.setOptional( _gl, object, 'bindMatrix' );
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p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

‎src/renderers/webgl/WebGLPrograms.js

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Original file line numberDiff line numberDiff line change
@@ -57,7 +57,7 @@ function WebGLPrograms( renderer, capabilities ) {
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var maxBones = nVertexMatrices;
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if ( object !== undefined && (object && object.isSkinnedMesh) ) {
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if ( object && object.isSkinnedMesh ) {
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maxBones = Math.min( object.skeleton.bones.length, maxBones );
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@@ -169,7 +169,7 @@ function WebGLPrograms( renderer, capabilities ) {
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sizeAttenuation: material.sizeAttenuation,
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logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
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skinning: material.skinning,
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skinning: ( object && object.isSkinnedMesh ),
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maxBones: maxBones,
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useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
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