On 16-Aug-05, at 12:51 AM, Lo Saeteurn wrote:
What if an object has been rotated? Is there an easier way to get a
vertex's actual position?
You pretty much have to run the vertex and normal through the same
rotation matrix. I'm not sure if Quesa has methods to let you can
extract the appropriate matrix so this might be a bit of a pain (or a
major pain if the object is transformed by one or more parent
groups). You'll have to take scaling into account as well... :/
Everything's *much* easier if all static geometry is already in
worldspace before giving it to Quesa. Static geometry is also more
efficient this way since Quesa won't have to do redundant transforms
every frame. I know this may not be practical based on stuff you've
previously posted here (e.g. your modular world editor) but a little
more pre-processing to get vertexes into worldsapce from the get-go
can prevent a lot of headaches later on.
Frank.
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