Bladeren bron

Merge pull request #2362 from Hersir88/#2361

Fix engine.getCaps().instancedArrays check (#2361)
David Catuhe 8 jaren geleden
bovenliggende
commit
19e68dfffc

+ 1 - 1
src/Layer/babylon.highlightlayer.ts

@@ -412,7 +412,7 @@ module BABYLON {
                     return;
                 };
 
-                var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
+                var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
 
                 var highlightLayerMesh = this._meshes[mesh.uniqueId];
                 var material = subMesh.getMaterial();

+ 1 - 1
src/Lights/Shadows/babylon.shadowGenerator.ts

@@ -430,7 +430,7 @@
                 return;
             }
 
-            var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
+            var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
             if (this.isReady(subMesh, hardwareInstancedRendering)) {
                 engine.enableEffect(this._effect);
                 mesh._bind(subMesh, this._effect, Material.TriangleFillMode);

+ 1 - 1
src/Mesh/babylon.mesh.ts

@@ -1106,7 +1106,7 @@
             this.onBeforeRenderObservable.notifyObservers(this);
 
             var engine = scene.getEngine();
-            var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
+            var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
 
             // Material
             var effectiveMaterial = subMesh.getMaterial();

+ 1 - 1
src/PostProcess/babylon.volumetricLightScatteringPostProcess.ts

@@ -270,7 +270,7 @@
                     return;
                 }
 
-                var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
+                var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
                 
                 if (this.isReady(subMesh, hardwareInstancedRendering)) {
                     var effect: Effect = this._volumetricLightScatteringPass;

+ 1 - 1
src/Rendering/babylon.depthRenderer.ts

@@ -44,7 +44,7 @@
                     return;
                 }
 
-                var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
+                var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
 
                 if (this.isReady(subMesh, hardwareInstancedRendering)) {
                     engine.enableEffect(this._effect);

+ 1 - 1
src/Rendering/babylon.geometryBufferRenderer.ts

@@ -56,7 +56,7 @@ module BABYLON {
                     return;
                 }
 
-                var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
+                var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
 
                 if (this.isReady(subMesh, hardwareInstancedRendering)) {
                     engine.enableEffect(this._effect);

+ 1 - 1
src/Rendering/babylon.outlineRenderer.ts

@@ -14,7 +14,7 @@
             var scene = this._scene;
             var engine = this._scene.getEngine();
 
-            var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
+            var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
 
             if (!this.isReady(subMesh, hardwareInstancedRendering)) {
                 return;