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Thomas de Groot <tho### [at] degroot org> wrote:
> Impressive. I have started to play, first with a complex mesh2 object,
> and it works like a charm. I still need to dig deeper obviously, but I
> love it.
Thanks Thomas,
I'm glad it's working well for you.
Please try to apply a null/identity transform where the starting points are the
same as the destination points.
I rendered a loop of triangles and they all wound up exactly where they were
supposed to, so I'm hopeful that this is all it will take.
I believe this is what is referred to as a "rigid body transform", as opposed to
an affine transform, which may apply things like scaling or shear.
So I think I just need the ordered triple, which gives us a triangle with a face
normal, and that's all that's necessary and sufficient to completely describe
the orientation.
I'm sure TOK probably coded something like 15 years ago ;)
- BW
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