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WebGLShadowMap: Refactored useSkinning code.

Mr.doob 5 years ago
parent
commit
e146873fef
1 changed files with 12 additions and 4 deletions
  1. 12 4
      src/renderers/webgl/WebGLShadowMap.js

+ 12 - 4
src/renderers/webgl/WebGLShadowMap.js

@@ -311,13 +311,21 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
 
 			}
 
-			if ( object.isSkinnedMesh === true && material.skinning === false ) {
+			var useSkinning = false;
 
-				console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
+			if ( object.isSkinnedMesh === true ) {
 
-			}
+				if ( material.skinning === true ) {
+
+					useSkinning = true;
+
+				} else {
+
+					console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
 
-			var useSkinning = object.isSkinnedMesh === true && material.skinning === true;
+				}
+
+			}
 
 			result = getMaterialVariant( useMorphing, useSkinning );