Say you have a fixed step game loop, and youre interpolating positions just like that "Fix your time step" article.
Now say you have a transform hierarchy (world transforms that are computed from parent transforms and local transforms).
What I do Is interpolate previous world with current world (when current world != render world ). Works like a charm.
So I keep local, world and previous world, the render world is separated, with the render stuff.
What do I do if I want to snap to a position, with no interpolation? I cant set previous world by hand, because I only mess with the local transform (what if the parent change?) I cant even think on what Id need to do to achieve that..Its confuse.
What should I do?