Hi, I'm willing to implement cascading transformations for a skeleton system.
Children joints would have to be transformed as the parent previous to their own transformations.
This will allow me, for example, to have a translated hat as a children of the head joint, but when applying a rotation to the head... the hat would rotate acordingly and be correctly positioned.
If I draw a sprite inside my joint's Draw() function (derived from Drawable), is there a way to make it multiply the transformation matrix (glMultMatrix) instead of loading it (glLoadMatrix)?
Same goes for any drawable (as I will be drawing a Joint tree structure having Sprite's for leafs)
Thanks
-Martín