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Refactor global inversed matrix usage (+ minor fix)
Thanks to GreenXenith and Josiah for spotting a bug here
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4 changed files with 16 additions and 10 deletions
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@ -390,6 +390,7 @@ bool CB3DMeshFileLoader::readChunkVRTS(CSkinnedMesh::SJoint *inJoint)
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// Transform the Vertex position by nested node...
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inJoint->GlobalMatrix.transformVect(Vertex.Pos);
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Vertex.Normal = inJoint->GlobalMatrix.rotateAndScaleVect(Vertex.Normal);
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Vertex.Normal.normalize(); // renormalize: normal might have been skewed by scaling
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// Add it...
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BaseVertices.push_back(Vertex);
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