I'd like to be able to do this:
rotVect *= Matrix.CreateRotationX(angle));
But currently I'm forced to do this:
rotVect = Vector3.Transform(rotVect, Matrix.CreateRotationX(angle));
I'd love to use the first method. I use it at work, with a game engine we use. It just seems like less code I guess. Was this considered and thrown away for some reason? Or maybe just looked over?
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