Philipp Kuboth
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Philipp Kuboth
I moved the matrix to dual quaternion conversion CPU side. The Skeleton class turns the offset matrix into a dual quaternion and a scale vector saves this data in the...
Currently the depth buffer/shadows are broken if both a normally skinned mesh and a dual quaternion skinned mesh are used as can be seen [here](https://raw.githack.com/failip/three.js/dual_quaternion_skinning/examples/webgl_skinning_dualquaternion.html). This is caused by both...