Make sure animating a VGroup uniforms will have an effect

This commit is contained in:
Grant Sanderson 2023-02-02 16:18:09 -08:00
parent ad2e7144b4
commit 1dcc678b2f

View file

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