and i'm a bit confused here...
it seems that i need the inverse matrix for the rotations to work correct
and for the scaling i need the normal matrix...
Any ideas Nick ??? Scaling seems to be the wrong way round with invers matrix.. any way to inverse the rotation in Indigo ??
Or could you give me more detail on how the indigo matrix works ??

So far the transform and rotation works good with inverse matrix...
cheers
u3dreal


