Path: chuka.playstation.co.uk!chuka.playstation.co.uk!jdspugh.eecs.utas.edu.au!user From: littledevil@trump.net.au (Richard Malka) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: vertex access for collision detection Date: Tue, 23 Sep 1997 15:35:29 +1000 Organization: Little Devil Software Lines: 17 Message-ID: References: <342612F5.36EB@interactive.sony.com> NNTP-Posting-Host: jdspugh.eecs.utas.edu.au X-newsreader: MT-NewsWatcher 2.2.2 In article <342612F5.36EB@interactive.sony.com>, Developer Support wrote: > > Use GSGetLw, all you need to do is supply the coordinate system your > using and it will give you the transformation matrix from local > coorinates to world coordinates. Then just use ApplyMatrix on your > vertices to get there new positions. > > Stuar Thanks, I finally figured out that the above way was probably the way to go. It's just a little disapointing (for efficiency) that the local to world calculations need to be performed both for the GsSortObject function and collision detection (i.e. duplicated). Richard.