getWorldMatrix: function(halt, matrix) { // pass allocator on master var matrixList = this.getWorldMatrices(halt, nodeGetMat); if (matrixList.length === 0) { mat4.identity(matrix); } else { mat4.copy(matrix, matrixList[0]); } pooledMatrix.reset(); return matrix; },
reset: function() { pooledRenderStageOrder.reset(); RenderBin.prototype.reset.call(this); RenderStage.prototype._initInternal.call(this); },
RenderBin.reset = function() { pooledRenderBin.reset(); };