提交 424667ce 编写于 作者: M Mr.doob

Some more multiply( a, b ) to multiplyMatrices( a, b )

上级 ec8dc3e3
......@@ -989,25 +989,25 @@ THREE.ColladaLoader = function () {
if ( value instanceof THREE.Matrix4 ) {
matrix = matrix.multiply( matrix, value );
matrix.multiplyMatrices( matrix, value );
} else {
// FIXME: handle other types
matrix = matrix.multiply( matrix, transform.matrix );
matrix.multiplyMatrices( matrix, transform.matrix );
}
} else {
matrix = matrix.multiply( matrix, transform.matrix );
matrix.multiplyMatrices( matrix, transform.matrix );
}
} else {
matrix = matrix.multiply( matrix, transform.matrix );
matrix.multiplyMatrices( matrix, transform.matrix );
}
......
......@@ -67,7 +67,7 @@ THREE.DepthPassPlugin = function ( ) {
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
_frustum.setFromMatrix( _projScreenMatrix );
// render depth map
......@@ -90,7 +90,7 @@ THREE.DepthPassPlugin = function ( ) {
if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
webglObject.render = true;
......@@ -167,7 +167,7 @@ THREE.DepthPassPlugin = function ( ) {
if ( object.visible ) {
object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
_renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
......
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