Howdy Bart I just realized that I lied to you a bit. Object to camera distance calculation should be performed in world space, so if node has a parent node we should transform local center of object (0, 0, 0) by node's localToWorld matrix(which is as you remember a concatenation of node->matrix and node->parent->matrix and node->parent->parent->matrix and so on...), then keep this position in some accessible place like "mesh->centerInWorld".
Sorry for mistake, seems I can't write sane code at 2 am :-) Greetings Rafal ------------------------------------------------------------------------------ This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword _______________________________________________ lib3ds-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/lib3ds-devel
