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For translation, simply add/subtract vectors to the vertices.
For scale, simply multiply the vertices with a float, or, for uneven
scaling, with another vector.
For rotation, use vrotate(), look in the docs to find its use. Simply
put, instead of using
object{Object rotate My_Vector}
you apply
vrotate(Vertex,My_Vector)
and get the same result (sort of, you've just applied it to one vertex,
not all of em).
May I ask where you get you're vertex-data from? I'm about to release
some mesh-modelling-macros of mine, which take a 2D-Array filled with
vertices, and build almost anything from that...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
> I have to apply transformations (scale/rotate/translate) on triangles.
> Mesh syntax doesn't allow transformations for triangles. So I decided
> to create separate array of triangles and then build mesh based on
> that array. It doesn't work.
>
> If I'll keep vectors (triangles' vertices) instead of triangles in that
array
> what's the best way to apply transformations on those vertices ?
>
> Gena.
>
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