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WebGLRenderer: Fix texture unit allocation of morph textures. #22624
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@@ -1514,11 +1508,11 @@ function WebGLRenderer( parameters = {} ) { | |||
const environment = material.isMeshStandardMaterial ? scene.environment : null; | |||
const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding; | |||
const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); | |||
const vertexAlphas = material.vertexColors === true && !! object.geometry && !! object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4; |
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I don't think the !! object.geometry
statements make sense. Render items always have a geometry, no?
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Ah wait, we need this for ImmediateRenderObject
.
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I wonder if we could remove ImmediateRenderObject
🤔. This would noticeably simplify the renderer. And in that way,WebGPURenderer
does not have to support ImmediateRenderObject
.
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That sounds good to me 👍
I guess we need |
Thanks! |
Related issue: Fixed #22619
Description
This PR ensures that similar to bone textures, morph textures allocated the same texture unit.