I’m trying to develop a skeletal animation system, and have run into some trouble. I would like to retrieve the current matrix, and use it to perform som on-the-fly operations with it, i.e. multiply my vertices by the matrix myself.
Is there any way to do this? I’m looking for a kind of inverse/reverse of glLoadMatrix()…
Or, if anyone has a better way of doing this, I’d be happy to know.
In essence, what I want to do is:
Keep my vertices stored as local coordinates.
Translate them in sets of vertices, and save the results as transformed coordinates.
If I have a vertex mesh, I would like to transform different parts of the mesh by different matrices.
TIA - Fenris of Garm Productions