Hi noetic, not too sure about that but I assume it is done like that to keep the horde scene graph very generic, so joints, lights, emitters, anything with a scene graph/node representation would be dealt with in the same manner, joints wouldn't be a special case here where you need to calculate the bind pose and then apply the delta and then the skinning on top, plus it would be cheaper CPU-side wouldn't it? I'm not familiar with Ogre so I can't comment on this further.
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