If you have a Camera and modify its transform (by calling lookAt(), setEyePoint(), setViewDirection(), etc.) and then immediately call getInverseViewMatrix(), you don't get the correct matrix. This normally didn't show up as an issue because (presumably) many places call getViewMatrix() first, and many internal methods call calcMatrices().
If you have a
Camera
and modify its transform (by callinglookAt()
,setEyePoint()
,setViewDirection()
, etc.) and then immediately callgetInverseViewMatrix()
, you don't get the correct matrix. This normally didn't show up as an issue because (presumably) many places callgetViewMatrix()
first, and many internal methods callcalcMatrices()
.