Gah - a solution with more questions. – EntropicLqd
Legacy talk:T3D Brush
From Unreal Wiki, The Unreal Engine Documentation Site
I'm trying to parse a T3D file and render a wireframe using Java. Nearly there I think.
However, I'm a little unsure about the Yaw/Pitch/Rotation matrices that are described on this page.
1. Why are they 4x4 matrices, and not 3x3 as one would expect?
2. Reading [1], the matrices starting with formula 48 look correct, but differ from those on this page (other than problem 1).
3. Re: Origin of Polygons. This is not mentioned in the parsing sudo-code - is it not important. Most examples seem to have the origin identical to the first vertex, but I'm not sure if this is always the case.
Any explanation on this would be most appreciated.