> ..<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>..
yes i think there is and i'm wondering why. i tried it once and it made things worse however. i'm hoping i might solve the problem by looking at the animation part of the file finally. what do you think?
> > > 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:
i don't use other people's code but i use their published spec/guides. my main way of giving is to release free programs.