Hi!
I have searched the internet several times just to try and undestand matrices, transformation and such. I have worked with XNA before, so I know how to apply it, but it's the math behind it thats hav been bugging me for a long time now.
In XNA it was possible to do this Vector3.Transform(vector, matrix); to get the transfom but in PhysX there is no built in solution, so can anyone please explain it to me?
Mattan360
0
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