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Vector transformation - vector*matrix

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Hi; Im using shadow volumes in my engine, and to calculate the silhouetes i must have the verts stored in world space..so this way i can get the new face''s normal and dist when a mesh moves or animates....but to do that, im doing a lot of vector*matrix...first i should calculate the vert pos to that frame, and multiply it by the object''s orientation...then i should do that for normal and binormal (tangent im getting with cross product, but i read somewhere that binormal and tangent must not be orthogonal)...with the verts in world space, now i have to calculate the faces normals and distances from origin...its a lot of calculation, and for a lot of animated meshes, it seems to be very slow...did anybody has some ideas or suggestions about this task?

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