Original Post
I’m trying to merge 2 meshes together and I’ve run into a problem. When adding the second mesh’s vertices to the new Vertex Buffer I need to set the vertices positions and normals based off the mesh’s position, scale and rotation in the world. I thought the vector3’s Transform Coordinate and Transform Normal would do the trick using the second mesh’s World Transform Matrix but I’m getting unexpected results.
What is the proper way to set a mesh’s vertices/normals to maintain its current position, scale and rotation when adding them to a new VertexBuffer?
What is the proper way to set a mesh’s vertices/normals to maintain its current position, scale and rotation when adding them to a new VertexBuffer?