> If you don't mind me asking, is that using Euler Angles, Axis Angle, or Quaternions for it's Rotation Matrix?
> s far as i can tell, i'm probably using euler angles, that is: three consecutive transformations around the x, y and z axis. i knew i wouldn't be the only one hacking at this
d say that's a possibility
efinitely; but more complex/irregular models are going to be a hassle, since the mesh always needs to be a grid, which has nasty implications for modelling.
hey im working on the same thing too lol
newt is that actually mesh distort?