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> Or something, this is just random made up, but it serves the point.
> Where in that matrix is the "rotate this after moving it to point X, so
> that it acts like an arm, instead of rotating at the object center"?
> Even if you revert, you **still** have to then move it to the point on
> the object needed to rotate it, before also doing what ever else you
> need to make it work right. The fact that the cumulative matrix contains
> everything done to that point is ****meaningless**** from the standpoint
> of animation, because when animating you don't give a frack what the
> "final" result is, you want to render based on intermediary results,
> which changes that matrix "for every frame". If you revert it, you still
> have to keep track of what transforms you did, and in what order, so
> that you get the right matrix, which means you are **still** using up
> the memory to keep track of them in some fashion, while your seem to
> imagine that you can just wave a magic wand and have the memory issue go
> away. Either way, you have to reapply all the transforms "in each
> frame". I don't see how storing those in something that references them
> as part of the object they belong to does "anything" to change how much
> memory ends up being used.
But this could be handled in SDL, no ? Keeping track of every
transform, and having a directive to indicate what should be
reparsed and what shouldn't...
Fabien.
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