Hadn't thought of that, but same mathematical problems without all
the code maintenance ones.
Doing this is akin to trying to draw bicycle spokes by appending a
rotation to the context. By the time your done, the floating point
errors have accumulated to the point that your spokes don't look
correct.
Tho, isn't an inverse just a straight mathematical operation on the
actual values in the transform matrix? If so, there's shouldn't be an
accumulation error, but I suppose there could be rounding ones where
you end up with a 1.000000000000001 or 0.9999999999985 someplace.
steve
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