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luzop

world to local transformation ??

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If I have a series of transformations for an object, and I want to express some vertex (in world coordinates) of another object in the coordinate system of the first one. Should I multiply vertex * M ?! (where M is the concatenation of several transformations for the first object.) bye.

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The "model" matrix is a matrix that transforms model coordinates to world coordinates. If you want to transform world coordinates to model coordinates, simply use the inverse of the model matrix.

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