@@ -389,6 +389,27 @@ var Layer3DCamera = new Class({
389389 }
390390 } ,
391391
392+ /**
393+ * Internal method that is called by the Layer3D instance that owns this camera
394+ * during its `render` step. If the view matrix is dirty, it is recalculated
395+ * and then applied to the view projection matrix, ready for rendering.
396+ *
397+ * @method Phaser.GameObjects.Layer3DCamera#update
398+ * @since 3.50.0
399+ */
400+ update : function ( )
401+ {
402+ if ( this . dirtyView )
403+ {
404+ this . updateViewMatrix ( ) ;
405+ }
406+
407+ if ( this . dirtyView || this . dirtyProjection )
408+ {
409+ this . projectionMatrix . multiplyToMat4 ( this . viewMatrix , this . viewProjectionMatrix ) ;
410+ }
411+ } ,
412+
392413 /**
393414 * Internal method that handles the update of the view transform matrix, based on the rotation
394415 * and position of the camera. Called automatically when the camera is updated.
@@ -414,27 +435,6 @@ var Layer3DCamera = new Class({
414435 this . viewMatrix . copy ( matView ) . invert ( ) ;
415436 } ,
416437
417- /**
418- * Internal method that is called by the Layer3D instance that owns this camera
419- * during its `preUpdate` step. If the view matrix is dirty, it is recalculated
420- * and then applied to the view projection matrix, ready for rendering.
421- *
422- * @method Phaser.GameObjects.Layer3DCamera#update
423- * @since 3.50.0
424- */
425- update : function ( )
426- {
427- if ( this . dirtyView )
428- {
429- this . updateViewMatrix ( ) ;
430- }
431-
432- if ( this . dirtyView || this . dirtyProjection )
433- {
434- this . projectionMatrix . multiplyToMat4 ( this . viewMatrix , this . viewProjectionMatrix ) ;
435- }
436- } ,
437-
438438 /**
439439 * Internal method that is called by the Layer3D instance that owns this camera
440440 * during its `preUpdate` step. If the projection matrix is dirty, or the renderer
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