Scale is very hard to work into this. I might just let that go, since the only reason you would need it is if you are writing a mesh editor.
If one of the main programmers of this wants to email me, I will give you as much code and info as I can. I don't really want to put together a patch, because there are a lot of extra entities and things in MiniB3D I don't want to mess with.
One of the main changes I made was flipping the Z-axis, so positions and rotations can be stored with their true values, and the original triangle order is right. However, a lot of code was written on top of a faulty foundation, and it all needs to be fixed to work right. You vertex positions and normals will be reversed now, because they are being rendered the same as in Blitz3D.
Anyone know how to extract the scale from a rotated matrix? I thought I could just get the magnitude of each row, but that doesn't account for rotation.
If one of the main programmers of this wants to email me, I will give you as much code and info as I can. I don't really want to put together a patch, because there are a lot of extra entities and things in MiniB3D I don't want to mess with.
One of the main changes I made was flipping the Z-axis, so positions and rotations can be stored with their true values, and the original triangle order is right. However, a lot of code was written on top of a faulty foundation, and it all needs to be fixed to work right. You vertex positions and normals will be reversed now, because they are being rendered the same as in Blitz3D.
Anyone know how to extract the scale from a rotated matrix? I thought I could just get the magnitude of each row, but that doesn't account for rotation.