This is most a mathematic than 3DS question...
Pretend an object was built so that center is (200.0, 195.0, 5.0 ), so when I will need to rotate the vertex (Object), the rotation
will be done aroud this point and not around the world center (0.0, 0.0, 0.0 )
If I read the MESH (Object) matrix this 3DS object, could I replace it to the world center (0.0, 0.0, 0.0 ) ?
I thought to substract the vertices points of my object, at the points of translation of his matrix. But that really don't work...
Only one object are replace correctly to the world center (0.0, 0.0, 0.0), the others one moves anywhere around...
Anyone could help me ?
Thanks in advance
PS : Just like that, somebody know what
the chunk MAT_TWO_SIDE means? Faces
normals calculated for both side and
texture put inside and outside ???