Ok, i've just been thinking about it. I take it either:
Entities are positioned using two different systems. Entity positions and mesh positions, or
Entities are only temperary positioned at the some point. Because:
When using addmesh, it uses the meshes true positions when adding them. Not there positions using PositionEntity, MoveEntity, RotateEntity and ScaleEntity. It seems to me that entities are always kept at 0,0,0 and moved to a position for rendering and collision. I don't really know where i'm going with this :D
Same thing with Vertex positioning commands. If you use PositionMesh and RotateMesh and ScaleMesh, it seems like there are absolute commands for positioning and rotating and scaling. If you used only mesh commands, getting vertex positions and such wouldn't need you translate them into global positions. I suppose this could be a drawback when moving vertices around in the entities space, and i suppose thats why entity commands are used realy. To keep moving, rotating and scaling local to the entities centre :o)
Anyway, outspoken thoughts over with :D Bye!
Entities are positioned using two different systems. Entity positions and mesh positions, or
Entities are only temperary positioned at the some point. Because:
When using addmesh, it uses the meshes true positions when adding them. Not there positions using PositionEntity, MoveEntity, RotateEntity and ScaleEntity. It seems to me that entities are always kept at 0,0,0 and moved to a position for rendering and collision. I don't really know where i'm going with this :D
Same thing with Vertex positioning commands. If you use PositionMesh and RotateMesh and ScaleMesh, it seems like there are absolute commands for positioning and rotating and scaling. If you used only mesh commands, getting vertex positions and such wouldn't need you translate them into global positions. I suppose this could be a drawback when moving vertices around in the entities space, and i suppose thats why entity commands are used realy. To keep moving, rotating and scaling local to the entities centre :o)
Anyway, outspoken thoughts over with :D Bye!