D3DXMatrixInverse(&worldInv, NULL, &l_transform->getWorldMatrix());
When I calculate the above math using matrix inverses,
even though the world matrix is at identity,
the outcome is still a bit off from standard 1.0,
looks like some floating point errors....
0.9999 on the diagonal or something
How do I eliminate those instabilities? does the determinant play a role in there?
Thanks
Jack