..<snip>..
> > apply the transform to each mesh? :rolleyes:
> there is no need for that because the vertice positions
> are given after a transform is already done for you. in
> other words all the vertice positions are given relative
> to the whole model and not relative to the meshes. also
> duplicate meshes are copied and saved as though they are
> each unique meshes; they are not saved once and then
> used repeatedly over a model. lightwave format is more
> like what you are thinking i believe.
it is quite a while since I programmed any .3ds, but I am
sure there is (an optional?) transform block that should
be applied to a mesh. I know I've had to use it in the
past to make things line up..
..<snip>..
> > maybe look at the sourcecode to that, reapr?
> i haven't released any of my source code. i dislike very
> much doing that. i suppose i could release my function
> for just loading 3ds but don't complain that it looks
> really messy and there is no indenting and it looks like
> c code and not c++ code and that it is several pages
> long and still incomplete.
how often have you been helped by looking at someone
else's sourcecode or some published spec/guide? and there
is no better way to back up code than to have copies of it
scattered across the internet. maybe your code might help
someone else? All take and no give... :mad: