The mesh I load from file is stored into a container and is a untransformed version,
each time it gets instanced out, I add a transform to it.
I don't really store a transformed version in my container.
Now a ray is cast, the ray does not hit the mesh because it is untransformed.
In case I really want to, I need to break down the vertex buffer and apply the world transformation at runtime
to each vertex, which I think not very effective.
Because the mesh is coming out of a MeshManager,
If I store a transformed version in it, then it won't make sense anymore
Because 2 instances coming from the meshmanager refer to the same mesh,
the 2 instances point to 2 different places but only one copy for both.
What is your opinion?
Thanks
Jack