C> If you want to do something fancy, why don't you just put the whole
C> transformation matrix in with a matrixTransform node :)
Because an "odd" sequence of Translate/Rotate/Scale is still easier to
create and esad for humans then an arbitrary 4x4 matrix :)
C> The Translate-Rotate-Scale nodes are just for simple positioning of objects
C> in a world, and I still say that:
C> [vertex] x [scale] x [rotate] x [translate]
C> (where vertex is a homogeneous coordinate, and the rest are 4x4 matrices)
C> is the only sensible way to do this.
Yes for simple transformations, covering about 90% of usual models.
And the order in which it appears in the VRML file is a natural way of
specifying it: you first define the object's position, then the
orientation there, and finally the scaling in the local coordinates.
C> Think of somebody trying to add an object to a world using a text editor,
C> any other way of doing things is going to confuse the hell out of him...
C> Colin
So just put a notice "Transformations are applied in reverse order
appearing in the file." and giving an example that does Translate,
Rotation, Scale should be fine to all, *without* limiting the set of
operations that can be done with these nodes.
Michael