Fixed skinning bug

This commit is contained in:
Mikael Emtinger
2011-03-16 11:50:09 +01:00
parent 5eddfafb5e
commit c47caf5d68
+1 -6
View File
@@ -1647,7 +1647,6 @@ THREE.WebGLRenderer = function ( parameters ) {
} else if ( material instanceof THREE.MeshNormalMaterial ) {
m_uniforms.opacity.value = material.opacity;
}
// load common uniforms
@@ -1815,7 +1814,6 @@ THREE.WebGLRenderer = function ( parameters ) {
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
}
// render lines
@@ -1843,6 +1841,7 @@ THREE.WebGLRenderer = function ( parameters ) {
};
function setupMorphTargets( material, geometryGroup, object ) {
// set base
@@ -3922,10 +3921,6 @@ THREE.Snippets = {
"gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );",
"#else",
"gl_Position = projectionMatrix * mvPosition;",
"#endif"
].join("\n")