@@ -706,7 +706,7 @@ function WebGLRenderer( parameters ) {
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
- var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
+ var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
@@ -383,7 +383,6 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
- object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
var geometry = _objects.update( object );
var material = object.material;