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Hmm... I thought the model looked a little odd. After I added rotation, I found it looked 2D, as it it had been flattened onto a plane. After about 2 hours of investigation (an hour on the train and this hour for lunch), I came across this little gem of code:

inline Vector3 operator*(const Vector3& a, float f)
{
return Vector3(a.x*f, a.y*f, a.x*f);
}


I think I need to take a break...

Also, for anyone who has the Quake II source code handy - how does it decide where the base of a model is? The Gladiator model has a base of around -25.0f on Y, but I suspect that's arbitrary. I'll check the source when I get home (I have it on my main PC).
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That vector does look a little flat. Let me guess, you were like checking matrix transforms for two hours. [smile]

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Original post by noaktree
That vector does look a little flat. Let me guess, you were like checking matrix transforms for two hours. [smile]
An hour and a half. The other half hour was spent checking all the vertices, the vertex buffer, the index buffer andadding a ground plane in...

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