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chapter19/chapter19.md

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@@ -314,7 +314,7 @@ Then we need to calculate the vertices position based on the information contain
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Let’s examine what we are doing here. We iterate over the vertices information and store the texture coordinates in a list, no need to apply any transformation here. The we get the starting and total number of weights to consider to calculate the vertex position.
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Let’s examine what we are doing here. We iterate over the vertices information and store the texture coordinates in a list, no need to apply any transformation here. Then we get the starting and total number of weights to consider to calculate the vertex position.
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The vertex position is calculated by using all the weights that is related to. Each weights has a position and a bias. The sum of all bias of the weights associated to each vertex must be equal to 1.0. Each weight also has a position which is defined in joint’s local space, so we need to transform it to model space coordinates using the joint’s orientation and position (like if it were a transformation matrix) to which it refers to.
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