Philipp Kuboth

Results 2 comments of 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...