allocateBindingPointIndex method
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;
}