Reverting Camera.update as how it was before (as it turned out that wasn't the problem). This needs more testing.

This commit is contained in:
Mr.doob
2011-03-29 20:23:55 +01:00
parent 3960e5c8ef
commit 67c7b15552
+19 -8
View File
@@ -77,19 +77,30 @@ THREE.Camera.prototype.update = function ( parentMatrixWorld, forceUpdate, camer
} else {
if ( parentMatrixWorld ) {
if ( this.matrixAutoUpdate ) {
this.matrixWorld.multiply( parentMatrixWorld, this.matrix );
} else {
this.matrixWorld.copy( this.matrix );
forceUpdate |= this.updateMatrix();
}
THREE.Matrix4.makeInvert( this.matrixWorld, this.matrixWorldInverse );
if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
forceUpdate = true;
if ( parentMatrixWorld ) {
this.matrixWorld.multiply( parentMatrixWorld, this.matrix );
} else {
this.matrixWorld.copy( this.matrix );
}
this.matrixWorldNeedsUpdate = false;
forceUpdate = true;
THREE.Matrix4.makeInvert( this.matrixWorld, this.matrixWorldInverse );
}
}