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	optimisation of the "bone socket" tutorial (#3864)
Less matrix operations doing.
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		| @@ -144,10 +144,8 @@ int main(void) | ||||
|                     Matrix matrixTransform = QuaternionToMatrix(rotate); | ||||
|                     // Translate socket to its position in the current animation | ||||
|                     matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z)); | ||||
|                     // Rotate socket by character angle | ||||
|                     matrixTransform = MatrixMultiply(matrixTransform, QuaternionToMatrix(characterRotate)); | ||||
|                     // Translate socket to character position | ||||
|                     matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(position.x, position.y + 0.0f, position.z)); | ||||
|                     // Transform the socket using the transform of the character (angle and translate) | ||||
|                     matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform); | ||||
|                      | ||||
|                     // Draw mesh at socket position with socket angle rotation | ||||
|                     DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform); | ||||
|   | ||||
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