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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
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@ -82,7 +82,7 @@ var MeshWebGLRenderer = function (renderer, src, camera, parentMatrix)
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textureUnit = pipeline.setGameObject(src);
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vertexOffset = 0;
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vertexOffset = (pipeline.vertexCount * pipeline.currentShader.vertexComponentCount) - 1;
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}
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vertexOffset = face.load(F32, U32, vertexOffset, textureUnit, tintEffect);
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