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Fixed bug with skeleton loading process

David Catuhe 8 年之前
父節點
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36ddd8e777

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/babylon.core.js


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+ 1388 - 1388
dist/preview release/babylon.d.ts


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+ 1 - 1
dist/preview release/babylon.js


+ 4 - 1
dist/preview release/babylon.max.js

@@ -25156,7 +25156,10 @@ var BABYLON;
         };
         MaterialHelper.BindBonesParameters = function (mesh, effect) {
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
+                var matrices = mesh.skeleton.getTransformMatrices(mesh);
+                if (matrices) {
+                    effect.setMatrices("mBones", matrices);
+                }
             }
         };
         MaterialHelper.BindLogDepth = function (defines, effect, scene) {

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+ 1 - 1
dist/preview release/babylon.noworker.js


+ 4 - 1
src/Materials/babylon.materialHelper.js

@@ -244,7 +244,10 @@ var BABYLON;
         };
         MaterialHelper.BindBonesParameters = function (mesh, effect) {
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
+                var matrices = mesh.skeleton.getTransformMatrices(mesh);
+                if (matrices) {
+                    effect.setMatrices("mBones", matrices);
+                }
             }
         };
         MaterialHelper.BindLogDepth = function (defines, effect, scene) {

+ 5 - 1
src/Materials/babylon.materialHelper.ts

@@ -291,7 +291,11 @@
 
         public static BindBonesParameters(mesh: AbstractMesh, effect: Effect): void {
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
+                var matrices = mesh.skeleton.getTransformMatrices(mesh);
+
+                if (matrices) {
+                    effect.setMatrices("mBones", matrices);
+                }
             }
         }