Browse Source

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

Mr.doob 12 years ago
parent
commit
424667ce19

+ 4 - 4
examples/js/loaders/ColladaLoader.js

@@ -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 );
 
 			}
 

+ 3 - 3
src/extras/renderers/plugins/DepthPassPlugin.js

@@ -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 );