If an object is attached to another one and you need to set its position, rotation and scale in global space, what do you do to get the local versions of these values, knowing the same values for the ...
I use distance squared checks for basically all my distance (vector3 length) checking, due to the performance increase from not incurring a square root (like in plain length checks). From the looks ...
(Crosspost from StackOverflow) I'm working on writing my own COLLADA importer. I've gotten pretty far, loading meshes and materials and such. But I've hit a snag on animation, specifically: joint ...