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constnextVertexIndex=pathCell[j+1]||-1;// TODO: wrong//if value doesn't exist depend on pre-filled 0 to insert discontinuinty 0,0,0 between pathsif(nextVertexIndex!=-1){constnextValue=pathGeometry[attributeName].slice(nextVertexIndex*size,nextVertexIndex*size+size,);path[attributeName].set(nextValue,size*cellIndex+size);}
gives you answer that it is indeed "Or is it something about discontinuous paths?" as we inser 0,0,0 for discontinuities.
What's the reason for this check:
pex-shaders/shaders/pipeline/line.vert.js
Lines 43 to 45 in d3a7e5c
If that's an optimisation for empty buffers, it should be an AND operation (
length(aPointA) == 0.0 && length(aPointB) == 0.0
), no?Or is it something about discontinuous paths?
Currently this won't render in pex-renderer:
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