Yeh that is a bug, sorry, as i've said this was me just messing around doing my first 3d engine in opengl ever (never done any proper opengl before, except some small perspective things for max2D), so you cant expect much.
Helios, how did you go about coverting the quat obtained from the node chunk into euler angles?
Also when rendering did you treat each rotation as the location rotation of the node, or the absolute rotation?
Lol, i hate to admit my ignorance, but i have no idea, i just loaded it based on the model format i found on on the 'Specs and utils' link at the top (and from looking through other peoples examples), and it seems to work >_>.
*shrug* everyones goter start somewhere.
Helios, how did you go about coverting the quat obtained from the node chunk into euler angles?
Also when rendering did you treat each rotation as the location rotation of the node, or the absolute rotation?
Lol, i hate to admit my ignorance, but i have no idea, i just loaded it based on the model format i found on on the 'Specs and utils' link at the top (and from looking through other peoples examples), and it seems to work >_>.
*shrug* everyones goter start somewhere.