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@@ -1211,7 +1211,7 @@ THREE.WebGLRenderer = THREE.WebGLRenderer2 = function ( parameters ) {
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camera.matrixWorldInverse.getInverse( camera.matrixWorld );
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- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
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+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
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_frustum.setFromMatrix( _projScreenMatrix );
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// update WebGL objects
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@@ -2944,7 +2944,7 @@ THREE.WebGLRenderer = THREE.WebGLRenderer2 = function ( parameters ) {
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function setupMatrices ( object, camera ) {
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- object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
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+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
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object._normalMatrix.getInverse( object._modelViewMatrix );
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object._normalMatrix.transpose();
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@@ -3048,7 +3048,7 @@ THREE.WebGLRenderer = THREE.WebGLRenderer2 = function ( parameters ) {
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if ( ! light.visible ) continue;
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_direction.copy( light.matrixWorld.getPosition() );
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- _direction.subSelf( light.target.matrixWorld.getPosition() );
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+ _direction.sub( light.target.matrixWorld.getPosition() );
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_direction.normalize();
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// skip lights with undefined direction
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@@ -3129,7 +3129,7 @@ THREE.WebGLRenderer = THREE.WebGLRenderer2 = function ( parameters ) {
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spotDistances[ spotLength ] = distance;
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_direction.copy( position );
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- _direction.subSelf( light.target.matrixWorld.getPosition() );
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+ _direction.sub( light.target.matrixWorld.getPosition() );
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_direction.normalize();
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spotDirections[ spotOffset ] = _direction.x;
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