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Remove clamp-to-zero from WebGL morph target code

On further reflection it shouldn't be necessary - it's probably better
to maintain "exact" match between the shader code and CPU-side code that
may use (pos - morph) * w directly.
Arseny Kapoulkine 5 年之前
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69aba65161
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 1 1
      src/renderers/webgl/WebGLMorphtargets.js

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

@@ -98,7 +98,7 @@ function WebGLMorphtargets( gl ) {
 
 
 		}
 		}
 
 
-		var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : Math.max(0, 1 - morphInfluencesSum);
+		var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
 
 
 		program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
 		program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
 		program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
 		program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );