The Mesh WebGLRenderer will now recalculate the vertexOffset correctly if the batch flushes, fixing an issue where it would display missing triangles in a mesh after a batch flush. Fix #6814

This commit is contained in:
Richard Davey 2024-09-02 22:34:29 +01:00
parent 0c8f613087
commit fcd0f7180c
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@ -82,7 +82,7 @@ var MeshWebGLRenderer = function (renderer, src, camera, parentMatrix)
textureUnit = pipeline.setGameObject(src);
vertexOffset = 0;
vertexOffset = (pipeline.vertexCount * pipeline.currentShader.vertexComponentCount) - 1;
}
vertexOffset = face.load(F32, U32, vertexOffset, textureUnit, tintEffect);