iSoundy000 Posted April 26, 2017 Share Posted April 26, 2017 Engine.prototype.unbindInstanceAttributes = function () { var boundBuffer; for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) { var instancesBuffer = this._currentInstanceBuffers[i]; if (boundBuffer != instancesBuffer && instancesBuffer.references) { boundBuffer = instancesBuffer; this.bindArrayBuffer(instancesBuffer); } var offsetLocation = this._currentInstanceLocations[i]; this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0); } this._currentInstanceBuffers.length = 0; this._currentInstanceLocations.length = 0; }; The webglBuffer is already deleted,but when call function unbindInstanceAttributes , I add one condition "instancesBuffer.references", is OK? @Deltakosh @RaananW Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 27, 2017 Share Posted April 27, 2017 sounds perfectly legit do you want to PR? Quote Link to comment Share on other sites More sharing options...
iSoundy000 Posted April 28, 2017 Author Share Posted April 28, 2017 no ,I can't code TypeScript, please you merge this condition. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 28, 2017 Share Posted April 28, 2017 you "can't" ? we have a great kickstarter to learn how to work with bjs in TS: http://doc.babylonjs.com/generals/how_to_start Regarding the issue, I'll do the fix, no worry. Thanks for finding it Quote Link to comment Share on other sites More sharing options...
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