…NLoader. This is backwards compatible: for existing models that don't have scale nothing should change.
- for shader reuse materials from the standard library are now identified just by shader name (MeshShaderMaterials still use full code) - unique shader id strings are constructed via array.join instead of string plus - uniform and attribute locations are now cached in buildProgram (biggest one) Also some smaller optimizations and cleanups in DOF example.
In such case faces will not get material index in JSON data and then no material reference in Face objects, so MeshFaceMaterial is not going to show anything and you have to add your own material for the whole mesh after loading. Tested on few models and it seems to work, new JSON format allows to omit materials :)
…piled shaders get reused.
No idea where they came from, looks like maybe some different encoding than ascii? In Scite / Chrome console they look like 0Â.
Added support for THREE.Vector4 as uniform.
…terial is transparent or not. Moved materials/RenderTarget.js ⟶ renderer/WebGLRenderTarget.js
…encil and lensflares. removed all enable/disable _gl.BLEND as it's always on.