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@@ -13,11 +13,11 @@
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*
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* // How to set outline parameters for each material
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* material.outlineParameters = {
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- * thickNess: 0.01, // this paremeter won't work for MultiMaterial
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- * color: new THREE.Color( 0x888888 ), // this paremeter won't work for MultiMaterial
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- * alpha: 0.8, // this paremeter won't work for MultiMaterial
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+ * thickNess: 0.01,
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+ * color: new THREE.Color( 0x888888 ),
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+ * alpha: 0.8,
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* visible: true,
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- * keepAlive: true // this paremeter won't work for Material in materials of MultiMaterial
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+ * keepAlive: true
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* };
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*
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* TODO
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@@ -35,8 +35,8 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
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var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
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- // object.material.uuid -> outlineMaterial
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- // (no mapping from children of MultiMaterial)
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+ // object.material.uuid -> outlineMaterial or
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+ // object.material[ n ].uuid -> outlineMaterial
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// save at the outline material creation and release
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// if it's unused removeThresholdCount frames
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// unless keepAlive is true.
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@@ -44,8 +44,8 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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var removeThresholdCount = 60;
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- // outlineMaterial.uuid (or object.uuid for invisibleMaterial) -> originalMaterial
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- // including children of MultiMaterial.
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+ // outlineMaterial.uuid -> object.material or
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+ // outlineMaterial.uuid -> object.material[ n ]
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// save before render and release after render.
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var originalMaterials = {};
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@@ -55,8 +55,6 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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//this.cache = cache; // for debug
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- var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
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-
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// copied from WebGLPrograms and removed some materials
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var shaderIDs = {
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MeshBasicMaterial: 'basic',
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@@ -139,6 +137,12 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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].join( "\n" );
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+ function createInvisibleMaterial() {
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+
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+ return new THREE.ShaderMaterial( { name: 'invisible', visible: false } );
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+
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+ }
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+
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function createMaterial( originalMaterial ) {
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var shaderID = shaderIDs[ originalMaterial.type ];
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@@ -162,7 +166,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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console.warn( 'THREE.OutlineEffect requires both vec3 position and normal attributes in vertex shader, ' +
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'does not draw outline for ' + originalMaterial.name + '(uuid:' + originalMaterial.uuid + ') material.' );
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- return invisibleMaterial;
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+ return createInvisibleMaterial();
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}
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@@ -173,7 +177,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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} else {
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- return invisibleMaterial;
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+ return createInvisibleMaterial();
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}
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@@ -195,7 +199,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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if ( ! /vec3\s+transformed\s*=/.test( originalVertexShader ) &&
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! /#include\s+<begin_vertex>/.test( originalVertexShader ) ) defines.DECLARE_TRANSFORMED = true;
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- var material = new THREE.ShaderMaterial( {
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+ return new THREE.ShaderMaterial( {
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defines: defines,
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uniforms: uniforms,
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vertexShader: vertexShader,
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@@ -207,73 +211,61 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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fog: false
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} );
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- return material;
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-
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- }
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-
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- function createMultiMaterial( originalMaterial ) {
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-
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- var materials = [];
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-
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- for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
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-
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- materials.push( createMaterial( originalMaterial.materials[ i ] ) );
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-
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- }
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-
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- return new THREE.MultiMaterial( materials );
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-
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}
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- function setOutlineMaterial( object ) {
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-
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- if ( object.material === undefined ) return;
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+ function getOutlineMaterialFromCache( originalMaterial ) {
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- var data = cache[ object.material.uuid ];
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+ var data = cache[ originalMaterial.uuid ];
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if ( data === undefined ) {
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data = {
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- material: object.material.isMultiMaterial === true ? createMultiMaterial( object.material ) : createMaterial( object.material ),
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+ material: createMaterial( originalMaterial ),
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used: true,
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keepAlive: defaultKeepAlive,
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count: 0
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};
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- cache[ object.material.uuid ] = data;
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+ cache[ originalMaterial.uuid ] = data;
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}
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- var outlineMaterial = data.material;
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data.used = true;
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- var uuid = outlineMaterial !== invisibleMaterial ? outlineMaterial.uuid : object.uuid;
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- originalMaterials[ uuid ] = object.material;
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+ return data.material;
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- if ( object.material.isMultiMaterial === true ) {
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+ }
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- for ( var i = 0, il = object.material.materials.length; i < il; i ++ ) {
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+ function getOutlineMaterial( originalMaterial ) {
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- // originalMaterial of leaf material of MultiMaterial is used only for
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- // updating outlineMaterial. so need not to save for invisibleMaterial.
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- if ( outlineMaterial.materials[ i ] !== invisibleMaterial ) {
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+ var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
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- originalMaterials[ outlineMaterial.materials[ i ].uuid ] = object.material.materials[ i ];
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+ originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
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- }
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+ updateOutlineMaterial( outlineMaterial, originalMaterial );
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- }
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+ return outlineMaterial;
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+
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+ }
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+
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+ function setOutlineMaterial( object ) {
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+
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+ if ( object.material === undefined ) return;
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- updateOutlineMultiMaterial( outlineMaterial, object.material );
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+ if ( Array.isArray( object.material ) ) {
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+
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+ for ( var i = 0, il = object.material.length; i < il; i ++ ) {
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+
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+ object.material[ i ] = getOutlineMaterial( object.material[ i ] );
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+
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+ }
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} else {
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- updateOutlineMaterial( outlineMaterial, object.material );
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+ object.material = getOutlineMaterial( object.material );
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}
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- object.material = outlineMaterial;
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-
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originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
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object.onBeforeRender = onBeforeRender;
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@@ -283,31 +275,29 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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if ( object.material === undefined ) return;
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- var originalMaterial = originalMaterials[ object.material.uuid ];
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+ if ( Array.isArray( object.material ) ) {
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+
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+ for ( var i = 0, il = object.material.length; i < il; i ++ ) {
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- if ( originalMaterial === undefined ) {
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+ object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
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+
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+ }
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- originalMaterial = originalMaterials[ object.uuid ];
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+ } else {
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- if ( originalMaterial === undefined ) return;
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+ object.material = originalMaterials[ object.material.uuid ];
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}
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- object.material = originalMaterial;
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object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
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}
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function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
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- // check some things before updating just in case
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-
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- if ( material === invisibleMaterial ) return;
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-
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- if ( material.isMultiMaterial === true ) return;
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-
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var originalMaterial = originalMaterials[ material.uuid ];
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+ // just in case
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if ( originalMaterial === undefined ) return;
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updateUniforms( material, originalMaterial );
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@@ -332,7 +322,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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function updateOutlineMaterial( material, originalMaterial ) {
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- if ( material === invisibleMaterial ) return;
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+ if ( material.name === 'invisible' ) return;
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var outlineParameters = originalMaterial.outlineParameters;
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@@ -354,8 +344,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
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- // cache[ originalMaterial.uuid ] is undefined if originalMaterial is in materials of MultiMaterial
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- if ( outlineParameters.keepAlive !== undefined && cache[ originalMaterial.uuid ] !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
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+ if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
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} else {
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@@ -368,40 +357,6 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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}
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- function updateOutlineMultiMaterial( material, originalMaterial ) {
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-
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- if ( material === invisibleMaterial ) return;
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-
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- var outlineParameters = originalMaterial.outlineParameters;
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-
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- if ( outlineParameters !== undefined ) {
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-
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- if ( originalMaterial.visible === false ) {
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-
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- material.visible = false;
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-
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- } else {
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-
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- material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
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-
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- }
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-
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- if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
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-
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- } else {
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-
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- material.visible = originalMaterial.visible;
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-
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- }
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-
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- for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
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-
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- updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
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-
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- }
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-
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- }
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-
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function cleanupCache() {
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var keys;
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