allocateBindingPointIndex method

int allocateBindingPointIndex()

Implementation

int allocateBindingPointIndex() {
	for (int i = 0; i < maxBindingPoints; i ++ ) {
		if (allocatedBindingPoints[i] == 0) {
			allocatedBindingPoints[i] = 1;
			return i;
		}
	}

	console.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );
	return 0;
}