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@@ -1251,7 +1251,7 @@ export class CascadedShadowGenerator implements IShadowGenerator {
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var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
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if (this.isReady(subMesh, hardwareInstancedRendering)) {
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engine.enableEffect(this._effect);
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- mesh._bind(subMesh, this._effect, Material.TriangleFillMode);
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+ mesh._bind(subMesh, this._effect, material.fillMode);
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this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, 0);
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@@ -1301,7 +1301,7 @@ export class CascadedShadowGenerator implements IShadowGenerator {
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this.onBeforeShadowMapRenderObservable.notifyObservers(this._effect);
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// Draw
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- mesh._processRendering(subMesh, this._effect, Material.TriangleFillMode, batch, hardwareInstancedRendering,
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+ mesh._processRendering(subMesh, this._effect, material.fillMode, batch, hardwareInstancedRendering,
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(isInstance, world) => this._effect.setMatrix("world", world));
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if (this.forceBackFacesOnly) {
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