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Make sure animating a VGroup uniforms will have an effect
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1 changed files with 6 additions and 3 deletions
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@ -998,7 +998,7 @@ class VMobject(Mobject):
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self._has_stroke = mobject1._has_stroke or mobject2._has_stroke
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self._has_stroke = mobject1._has_stroke or mobject2._has_stroke
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self._has_fill = mobject1._has_fill or mobject2._has_fill
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self._has_fill = mobject1._has_fill or mobject2._has_fill
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if self.has_fill() and not self._use_winding_fill:
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if self._has_fill and not self._use_winding_fill:
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tri1 = mobject1.get_triangulation()
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tri1 = mobject1.get_triangulation()
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tri2 = mobject2.get_triangulation()
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tri2 = mobject2.get_triangulation()
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if not arrays_match(tri1, tri2):
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if not arrays_match(tri1, tri2):
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@ -1309,6 +1309,11 @@ class VMobject(Mobject):
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wrapper.refresh_id()
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wrapper.refresh_id()
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return self
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return self
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def get_uniforms(self):
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# TODO, account for submob uniforms separately?
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self.uniforms.update(self.family_members_with_points()[0].uniforms)
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return self.uniforms
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def get_shader_wrapper_list(self, ctx: Context) -> list[ShaderWrapper]:
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def get_shader_wrapper_list(self, ctx: Context) -> list[ShaderWrapper]:
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if not self._shaders_initialized:
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if not self._shaders_initialized:
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self.init_shader_data(ctx)
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self.init_shader_data(ctx)
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@ -1359,8 +1364,6 @@ class VMobject(Mobject):
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self.fill_shader_wrapper.read_in(fill_datas, fill_indices or None),
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self.fill_shader_wrapper.read_in(fill_datas, fill_indices or None),
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self.stroke_shader_wrapper.read_in(stroke_datas),
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self.stroke_shader_wrapper.read_in(stroke_datas),
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]
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]
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# TODO, account for submob uniforms separately?
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self.uniforms.update(family[0].uniforms)
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return [sw for sw in shader_wrappers if len(sw.vert_data) > 0]
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return [sw for sw in shader_wrappers if len(sw.vert_data) > 0]
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