dist/claygl.es.js
function (lightGroup) {
        var prevLightNumber = this._previousLightNumber;
        var currentLightNumber = this._lightNumber;
        // PENDING Performance
        for (var type in currentLightNumber[lightGroup]) {
            if (!prevLightNumber[lightGroup]) {
                return true;
            }
            if (currentLightNumber[lightGroup][type] !== prevLightNumber[lightGroup][type]) {
                return true;
            }
        }
        for (var type in prevLightNumber[lightGroup]) {
            if (!currentLightNumber[lightGroup]) {
                return true;
            }
            if (currentLightNumber[lightGroup][type] !== prevLightNumber[lightGroup][type]) {
                return true;
            }
        }
        return false;
    }
function (lightGroup) {
        var prevLightNumber = this._previousLightNumber;
        var currentLightNumber = this._lightNumber;
        // PENDING Performance
        for (var type in currentLightNumber[lightGroup]) {
            if (!prevLightNumber[lightGroup]) {
                return true;
            }
            if (currentLightNumber[lightGroup][type] !== prevLightNumber[lightGroup][type]) {
                return true;
            }
        }
        for (var type in prevLightNumber[lightGroup]) {
            if (!currentLightNumber[lightGroup]) {
                return true;
            }
            if (currentLightNumber[lightGroup][type] !== prevLightNumber[lightGroup][type]) {
                return true;
            }
        }
        return false;
    }
function ( lightGroup ) { var prevLightNumber = this . _previousLightNumber ; var currentLightNumber = this . _lightNumber ; // PENDING Performance for ( var type in currentLightNumber [ lightGroup ] ) { if ( ! prevLightNumber [ lightGroup ] ) { return true ; } if ( currentLightNumber [ lightGroup ] [ type ] !== prevLightNumber [ lightGroup ] [ type ] ) { return true ; } } for ( var type in prevLightNumber [ lightGroup ] ) { if ( ! currentLightNumber [ lightGroup ] ) { return true ; } if ( currentLightNumber [ lightGroup ] [ type ] !== prevLightNumber [ lightGroup ] [ type ] ) { return true ; } } return false ; }
Determine if light group is different with since last frame Used to determine whether to update shader and scene's uniforms in Renderer.render
Determine if light group is different with since last frame Used to determine whether to update shader and scene s uniforms in Renderer . render