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@@ -1093,6 +1093,9 @@ class WebGLRenderer {
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const shadowsArray = currentRenderState.state.shadowsArray;
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+ // muse be done before shadowMap.render, so that the number is the the same for shadows and real objects
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+ this.info.render.frame ++;
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+
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shadowMap.render( shadowsArray, scene, camera );
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if ( _clippingEnabled === true ) clipping.endShadows();
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@@ -1101,7 +1104,6 @@ class WebGLRenderer {
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if ( this.info.autoReset === true ) this.info.reset();
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- this.info.render.frame ++;
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//
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@@ -1231,19 +1233,6 @@ class WebGLRenderer {
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if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
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- if ( object.isSkinnedMesh ) {
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-
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- // update skeleton only once in a frame
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-
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- if ( object.skeleton.frame !== info.render.frame ) {
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-
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- object.skeleton.update();
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- object.skeleton.frame = info.render.frame;
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-
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- }
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-
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- }
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-
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const geometry = objects.update( object );
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const material = object.material;
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