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WebGLShadowMap: Removed skinning reference. See #10754.

Mr.doob %!s(int64=8) %!d(string=hai) anos
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Modificáronse 1 ficheiros con 1 adicións e 8 borrados
  1. 1 8
      src/renderers/webgl/WebGLShadowMap.js

+ 1 - 8
src/renderers/webgl/WebGLShadowMap.js

@@ -33,9 +33,8 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
 	_renderList = [],
 	_renderList = [],
 
 
 	_MorphingFlag = 1,
 	_MorphingFlag = 1,
-	_SkinningFlag = 2,
 
 
-	_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
+	_NumberOfMaterialVariants = ( _MorphingFlag ) + 1,
 
 
 	_depthMaterials = new Array( _NumberOfMaterialVariants ),
 	_depthMaterials = new Array( _NumberOfMaterialVariants ),
 	_distanceMaterials = new Array( _NumberOfMaterialVariants ),
 	_distanceMaterials = new Array( _NumberOfMaterialVariants ),
@@ -69,11 +68,9 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
 	for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
 	for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
 
 
 		var useMorphing = ( i & _MorphingFlag ) !== 0;
 		var useMorphing = ( i & _MorphingFlag ) !== 0;
-		var useSkinning = ( i & _SkinningFlag ) !== 0;
 
 
 		var depthMaterial = depthMaterialTemplate.clone();
 		var depthMaterial = depthMaterialTemplate.clone();
 		depthMaterial.morphTargets = useMorphing;
 		depthMaterial.morphTargets = useMorphing;
-		depthMaterial.skinning = useSkinning;
 
 
 		_depthMaterials[ i ] = depthMaterial;
 		_depthMaterials[ i ] = depthMaterial;
 
 
@@ -85,7 +82,6 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
 			vertexShader: distanceShader.vertexShader,
 			vertexShader: distanceShader.vertexShader,
 			fragmentShader: distanceShader.fragmentShader,
 			fragmentShader: distanceShader.fragmentShader,
 			morphTargets: useMorphing,
 			morphTargets: useMorphing,
-			skinning: useSkinning,
 			clipping: true
 			clipping: true
 		} );
 		} );
 
 
@@ -350,12 +346,9 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
 
 
 			}
 			}
 
 
-			var useSkinning = object.isSkinnedMesh;
-
 			var variantIndex = 0;
 			var variantIndex = 0;
 
 
 			if ( useMorphing ) variantIndex |= _MorphingFlag;
 			if ( useMorphing ) variantIndex |= _MorphingFlag;
-			if ( useSkinning ) variantIndex |= _SkinningFlag;
 
 
 			result = materialVariants[ variantIndex ];
 			result = materialVariants[ variantIndex ];