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Reverting Camera.update as how it was before (as it turned out that wasn't the problem). This needs more testing.
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+19
-8
@@ -77,19 +77,30 @@ THREE.Camera.prototype.update = function ( parentMatrixWorld, forceUpdate, camer
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} else {
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if ( parentMatrixWorld ) {
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if ( this.matrixAutoUpdate ) {
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this.matrixWorld.multiply( parentMatrixWorld, this.matrix );
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} else {
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this.matrixWorld.copy( this.matrix );
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forceUpdate |= this.updateMatrix();
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}
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THREE.Matrix4.makeInvert( this.matrixWorld, this.matrixWorldInverse );
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if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
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forceUpdate = true;
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if ( parentMatrixWorld ) {
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this.matrixWorld.multiply( parentMatrixWorld, this.matrix );
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} else {
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this.matrixWorld.copy( this.matrix );
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}
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this.matrixWorldNeedsUpdate = false;
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forceUpdate = true;
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THREE.Matrix4.makeInvert( this.matrixWorld, this.matrixWorldInverse );
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}
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}
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