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RenderTarget crashed when used with incremental engine

David Catuhe vor 11 Jahren
Ursprung
Commit
fa5ecd2b2d

+ 1 - 1
Babylon/Materials/textures/babylon.renderTargetTexture.js

@@ -64,7 +64,7 @@ var BABYLON;
             for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
                 var mesh = this.renderList[meshIndex];
 
-                if (mesh && mesh.isEnabled() && mesh.isVisible) {
+                if (mesh && mesh.isEnabled() && mesh.isVisible && mesh.subMeshes) {
                     for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
                         var subMesh = mesh.subMeshes[subIndex];
                         scene._activeVertices += subMesh.verticesCount;

+ 1 - 1
Babylon/Materials/textures/babylon.renderTargetTexture.ts

@@ -67,7 +67,7 @@
             for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
                 var mesh = this.renderList[meshIndex];
 
-                if (mesh && mesh.isEnabled() && mesh.isVisible) {
+                if (mesh && mesh.isEnabled() && mesh.isVisible && mesh.subMeshes) {
                     for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
                         var subMesh = mesh.subMeshes[subIndex];
                         scene._activeVertices += subMesh.verticesCount;

Datei-Diff unterdrückt, da er zu groß ist
+ 8 - 8
babylon.1.12-beta.js