Use empty buffer instead of populating junk data#27
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When our GpuArrayBuffer has no data in it, we don't have a binding to use to send to the GPU, in which case the node generally won't run. We can use this "empty" buffer to supply our shaders with a "junk" binding, allowing the shaders to still run (assuming we don't read from this).
With a fallback "empty" binding, we no longer have to send junk point light and occluder data to the GPU (which I believe has been causing some issues).
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Summary
When our
GpuArrayBufferhas no data in it, we don't have a binding to use to send to the GPU, in which case the node generally won't run. We can use this "empty" buffer to supply our shaders with a "junk" binding, allowing the shaders to still run.With a fallback "empty" binding, we no longer have to send junk point light and occluder data to the GPU (which I believe fixes #23).