Absolute rotation quaternion is one frame behind?

Repro: Babylon.js Playground (babylonjs.com)

It seems using absoluteRotationQuaternion lags behind the real rotation by one frame. Using rotationQuaternion works fine. Not sure how that’s possible looking at the code. Any ideas?

Looks like forcing compute world matrix works. Is this expected?

PG: Babylon.js Playground (babylonjs.com)

I would think yes as the absolute one is relying on the world matrix to be uptodate.

I found that using rotationQuaternion is also problematic. I’ll have to narrow down a small repro.

Why do we need to pass in true for the force parameter of computerWorldMatrix? That doesn’t seem right.

This is by design at the moment and I hope we will be able to improve our caching for 6.0 :slight_smile:

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