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Now I’m getting back to more primitives, after a detour. I first had to make sure that all the models can undergo arbitrary transformations (rotation, scaling, translation), along with their bounding shapes. In previous images, you may have noticed that everything was axis-aligned. This is no longer the case. And the default bounding shape is no longer an axis-aligned box. It’s an arbitrarily oriented box.
Also, any isosurface can now undergo arbitrary transformations before it even reaches the vertex shader. Then, any transformation can be applied to it in the scene.
So that should be out of the way. Now, back to more primitives; possibly a pyramid, torus, etc.
stax on stax on stax