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@@ -971,10 +971,10 @@ THREE.WebGLRenderer = function ( parameters ) {
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var size = 1; // "f" and "i"
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- if( attribute.type === "v2" ) size = 2;
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- else if( attribute.type === "v3" ) size = 3;
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- else if( attribute.type === "v4" ) size = 4;
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- else if( attribute.type === "c" ) size = 3;
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+ if ( attribute.type === "v2" ) size = 2;
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+ else if ( attribute.type === "v3" ) size = 3;
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+ else if ( attribute.type === "v4" ) size = 4;
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+ else if ( attribute.type === "c" ) size = 3;
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attribute.size = size;
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@@ -2444,7 +2444,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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normalArray,
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i, il = object.count * 3;
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- for( i = 0; i < il; i += 9 ) {
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+ for ( i = 0; i < il; i += 9 ) {
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normalArray = object.normalArray;
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@@ -2707,7 +2707,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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var type, size;
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- if ( index.array instanceof Uint32Array ){
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+ if ( index.array instanceof Uint32Array ) {
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type = _gl.UNSIGNED_INT;
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size = 4;
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@@ -3872,7 +3872,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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// check all geometry groups
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- for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
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+ for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
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geometryGroup = geometry.geometryGroupsList[ i ];
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@@ -4928,7 +4928,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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}
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- for( i = 0, il = uniform.value.length; i < il; i ++ ) {
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+ for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
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uniform._array[ i ] = getTextureUnit();
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@@ -4936,7 +4936,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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_gl.uniform1iv( location, uniform._array );
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- for( i = 0, il = uniform.value.length; i < il; i ++ ) {
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+ for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
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texture = uniform.value[ i ];
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textureUnit = uniform._array[ i ];
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@@ -5535,10 +5535,10 @@ THREE.WebGLRenderer = function ( parameters ) {
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} else if ( texture instanceof THREE.CompressedTexture ) {
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- for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
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+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
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mipmap = mipmaps[ i ];
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- if ( texture.format!==THREE.RGBAFormat ) {
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+ if ( texture.format !== THREE.RGBAFormat ) {
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_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
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} else {
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_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
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@@ -5660,7 +5660,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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for ( var i = 0; i < 6; i ++ ) {
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- if( !isCompressed ) {
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+ if ( !isCompressed ) {
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_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
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@@ -5668,10 +5668,10 @@ THREE.WebGLRenderer = function ( parameters ) {
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var mipmap, mipmaps = cubeImage[ i ].mipmaps;
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- for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
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+ for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
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mipmap = mipmaps[ j ];
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- if ( texture.format!==THREE.RGBAFormat ) {
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+ if ( texture.format !== THREE.RGBAFormat ) {
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_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
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@@ -5730,7 +5730,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
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/* For some reason this is not working. Defaulting to RGBA4.
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- } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
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+ } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
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_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
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_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
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@@ -6062,7 +6062,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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var maxShadows = 0;
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- for ( var l = 0, ll = lights.length; l < ll; l++ ) {
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+ for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
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var light = lights[ l ];
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