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Revert: WebGLRenderer: Use object.isSkinnedMesh instead of material.skinning.

Mr.doob 8 жил өмнө
parent
commit
25443c142a

+ 2 - 2
src/renderers/WebGLRenderer.js

@@ -1803,7 +1803,7 @@ function WebGLRenderer( parameters ) {
 				material.isMeshBasicMaterial ||
 				material.isMeshStandardMaterial ||
 				material.isShaderMaterial ||
-				object.isSkinnedMesh ) {
+				material.skinning ) {
 
 				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
 
@@ -1818,7 +1818,7 @@ function WebGLRenderer( parameters ) {
 		// auto-setting of texture unit for bone texture must go before other textures
 		// not sure why, but otherwise weird things happen
 
-		if ( object.isSkinnedMesh ) {
+		if ( material.skinning ) {
 
 			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
 			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

+ 1 - 1
src/renderers/webgl/WebGLPrograms.js

@@ -194,7 +194,7 @@ function WebGLPrograms( renderer, capabilities ) {
 			sizeAttenuation: material.sizeAttenuation,
 			logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
 
-			skinning: ( object && object.isSkinnedMesh ) && maxBones > 0,
+			skinning: material.skinning,
 			maxBones: maxBones,
 			useVertexTexture: capabilities.floatVertexTextures,