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Far better.. Need some fixes still

David Catuhe 7 年之前
父節點
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637eaf51f2

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+ 4931 - 4931
dist/preview release/babylon.d.ts


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dist/preview release/gui/babylon.gui.min.js


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dist/preview release/inspector/babylon.inspector.bundle.js


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dist/preview release/inspector/babylon.inspector.min.js


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dist/preview release/loaders/babylon.glTF1FileLoader.min.js


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dist/preview release/loaders/babylon.glTF2FileLoader.min.js


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dist/preview release/loaders/babylon.glTFFileLoader.min.js


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dist/preview release/loaders/babylon.objFileLoader.min.js


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dist/preview release/loaders/babylonjs.loaders.min.js


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dist/preview release/materialsLibrary/babylon.customMaterial.min.js


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dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js


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dist/preview release/materialsLibrary/babylon.waterMaterial.min.js


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dist/preview release/materialsLibrary/babylonjs.materials.min.js


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dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


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dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js


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dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js


+ 7 - 5
src/Engine/babylon.engine.ts

@@ -4573,7 +4573,7 @@
             if (isTextureForRendering) {
                 texture!._designatedSlot = this._activeChannel;
                 let uniform = this._boundUniforms[texture!._initialSlot];
-                this._gl.uniform1i(uniform, this._gl.TEXTURE0 + this._activeChannel);
+                this._gl.uniform1i(uniform, this._activeChannel);
             }
         }
 
@@ -4685,12 +4685,14 @@
 
             channel = this._getCorrectTextureChannel(channel, internalTexture);
 
-            if (!alreadyActivated) {
-                this._activateTextureChannel(channel);
+            if (this._boundTexturesCache[channel] === internalTexture) {
+                let uniform = this._boundUniforms[internalTexture._initialSlot];
+                this._gl.uniform1i(uniform, channel);
+                return false;
             }
 
-            if (this._boundTexturesCache[this._activeChannel] === internalTexture) {
-                return false;
+            if (!alreadyActivated) {
+                this._activateTextureChannel(channel);
             }
 
             if (internalTexture && internalTexture.is3D) {