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@@ -61,7 +61,7 @@ function WebGLRenderer( parameters ) {
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// render() can be called from within a callback triggered by another render.
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// We track this so that the nested render call gets its state isolated from the parent render call.
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- const currentRenderCallStack = [];
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+ const renderStateStack = [];
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// public properties
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@@ -1008,10 +1008,10 @@ function WebGLRenderer( parameters ) {
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//
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if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
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- currentRenderState = renderStates.get( scene, currentRenderCallStack.length );
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+ currentRenderState = renderStates.get( scene, renderStateStack.length );
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currentRenderState.init();
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- currentRenderCallStack.push( currentRenderState );
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+ renderStateStack.push( currentRenderState );
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_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
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_frustum.setFromProjectionMatrix( _projScreenMatrix );
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@@ -1095,10 +1095,10 @@ function WebGLRenderer( parameters ) {
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// _gl.finish();
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- currentRenderCallStack.pop();
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- if ( currentRenderCallStack.length > 0 ) {
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+ renderStateStack.pop();
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+ if ( renderStateStack.length > 0 ) {
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- currentRenderState = currentRenderCallStack[ currentRenderCallStack.length - 1 ];
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+ currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
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} else {
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