Hi,
edit: After re-reading what I just wrote below, I think my Q. could be boiled down to: Do you accumulate transforms and apply at renderworld, or apply transforms immediately? :)
Got syrup? Good, coz here's my waffle.... :P
I'd like to use render tweening in my engine, can you give a brief insight as to how Blitz3Ds tweening works? Not the math, but the system behind it.
i.e, If I do turnentity() then immediately call entitypitch() I get the new pitch.
So does turnentity just accumulate rotation and apply it all at renderworld (tweening the accumulated rotation with the capture world rotation), and entitypitch in the meantime would temporarily apply the accumilated rotation of all entitys in a parent chain, so you can get the pitch?
Or, do you apply transformations immediately (do you store b3d entity info as matrices?), entitypitch() gets the rotation from the current matrix state.........and rendertweening <>1.0 would have to interpolate the matrices of each parent > child chain .... with the capture world state?
I noticed render tweening > 1.0 doubles the transform effect, so I suspect you're accumulating and applying at renderworld?
Cheers
Tom
edit: After re-reading what I just wrote below, I think my Q. could be boiled down to: Do you accumulate transforms and apply at renderworld, or apply transforms immediately? :)
Got syrup? Good, coz here's my waffle.... :P
I'd like to use render tweening in my engine, can you give a brief insight as to how Blitz3Ds tweening works? Not the math, but the system behind it.
i.e, If I do turnentity() then immediately call entitypitch() I get the new pitch.
So does turnentity just accumulate rotation and apply it all at renderworld (tweening the accumulated rotation with the capture world rotation), and entitypitch in the meantime would temporarily apply the accumilated rotation of all entitys in a parent chain, so you can get the pitch?
Or, do you apply transformations immediately (do you store b3d entity info as matrices?), entitypitch() gets the rotation from the current matrix state.........and rendertweening <>1.0 would have to interpolate the matrices of each parent > child chain .... with the capture world state?
I noticed render tweening > 1.0 doubles the transform effect, so I suspect you're accumulating and applying at renderworld?
Cheers
Tom