I am currently reading upon Geometry Instancing, as I want to render a lot of animatable objects on the screen. However I have come to a more fundamental question first: Why do I even need to use it? ...
I've kinda solved this myself by adapting the Camera::setDirection code from OGRE to work for my need: Now I have the following code: Vector3 boneDir = getBoneWorldOrientation(mEntity, mHips) * ...
Some rendering engines like Ogre prefer to use a individual vector based notation for transformations like the following Split vector notation: Net Transformation is represented by Scale vector = sx, ...