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@@ -18851,6 +18851,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
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}
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+ var currentRenderTarget = _renderer.getRenderTarget();
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+
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_renderer.setRenderTarget( shadowMap );
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_renderer.clear();
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@@ -18887,6 +18889,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
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scope.needsUpdate = false;
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+ _renderer.setRenderTarget( currentRenderTarget );
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+
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};
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function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
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@@ -23450,7 +23454,7 @@ function WebGLRenderer( parameters ) {
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//
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- if ( renderTarget ) {
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+ if ( renderTarget !== undefined ) {
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// Generate mipmap if we're using any kind of mipmap filtering
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