Can anyone could explain why in the b3d format, the brushcolors are stored with values within range 0, 1 ?
as , it is stored in float, and we could instead use an integer that can take less space in the file and is faster.
work same for vertexcolor etc...
other question :
what is the fourth rotation for the bones ?
NODE:
char name[] ;name of node
float position[3] ;local...
float scale[3] ;coord...
float rotation[4] ;system...
[MESH|BONE] ;what 'kind' of node this is - if unrecognized, just use a Blitz3D
I know pitch, yaw , roll ... what is the last ? the external dimension that hapen only when ufo comes in earth ? :D ...
as , it is stored in float, and we could instead use an integer that can take less space in the file and is faster.
work same for vertexcolor etc...
other question :
what is the fourth rotation for the bones ?
NODE:
char name[] ;name of node
float position[3] ;local...
float scale[3] ;coord...
float rotation[4] ;system...
[MESH|BONE] ;what 'kind' of node this is - if unrecognized, just use a Blitz3D
I know pitch, yaw , roll ... what is the last ? the external dimension that hapen only when ufo comes in earth ? :D ...