Note that getWorldMatrix
does not take any parameter, so getWorldMatrix(true)
won’t force a recomputation: pass true
to computeWorldMatrix
to force a recomputation.
However, you should not need to force recomputation if you call computeWorldMatrix()
for all meshes: the recomputation will be automatically done if it has to be. Still, try to pass true
to it and see what happens.
The Scene._evaluateActiveMeshes
function, which is responsible for finding the meshes to display and is called by Scene.render
=> Scene._renderForCamera
is simply looping through the meshes and doing:
mesh.computeWorldMatrix();
to update the world matrix of all meshes. So, if you are doing the same you should get the same result.