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@@ -48195,9 +48195,8 @@ PMREMGenerator.prototype = {
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_compileMaterial: function ( material ) {
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- var tmpScene = new Scene();
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- tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
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- this._renderer.compile( tmpScene, _flatCamera );
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+ var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
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+ this._renderer.compile( tmpMesh, _flatCamera );
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},
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@@ -48270,7 +48269,6 @@ PMREMGenerator.prototype = {
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_textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
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- var scene = new Scene();
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var renderer = this._renderer;
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if ( texture.isCubeTexture ) {
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@@ -48292,7 +48290,7 @@ PMREMGenerator.prototype = {
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}
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var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
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- scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
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+ var mesh = new Mesh( _lodPlanes[ 0 ], material );
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var uniforms = material.uniforms;
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@@ -48310,7 +48308,7 @@ PMREMGenerator.prototype = {
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_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
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renderer.setRenderTarget( cubeUVRenderTarget );
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- renderer.render( scene, _flatCamera );
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+ renderer.render( mesh, _flatCamera );
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},
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@@ -48380,8 +48378,7 @@ PMREMGenerator.prototype = {
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// Number of standard deviations at which to cut off the discrete approximation.
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var STANDARD_DEVIATIONS = 3;
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- var blurScene = new Scene();
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- blurScene.add( new Mesh( _lodPlanes[ lodOut ], blurMaterial ) );
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+ var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
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var blurUniforms = blurMaterial.uniforms;
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var pixels = _sizeLods[ lodIn ] - 1;
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@@ -48446,7 +48443,7 @@ PMREMGenerator.prototype = {
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_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
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renderer.setRenderTarget( targetOut );
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- renderer.render( blurScene, _flatCamera );
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+ renderer.render( blurMesh, _flatCamera );
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}
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