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Jun 3, 2014 at 19:04 comment added Willem Hengeveld @madmartin: i think that is more a math question, what you are looking for is called translation, and scaling.
Jun 3, 2014 at 13:14 comment added martin The byte order has to be reversed because the numbers are saved in little endian format.
Jun 3, 2014 at 13:11 comment added Clockwork-Muse You may want to state why you reversed the byte order, because I was initially slightly confused as to that point.
Jun 3, 2014 at 13:05 vote accept martin
Jun 3, 2014 at 13:05 comment added martin Yeah, that's it. Just simple 32bit signed ints. I successfully managed to extract the vertices. Now I need to normalize them. I want the dimension with the largest extend to lie between 0 and 1 and the smaller dimensions to lie between 0 and <0. Aspect ratio should be maintained. Should I ask here or somewhere else? What's the right way?
Jun 3, 2014 at 9:31 comment added martin Ah, it could be so simple. I'll try it with other, bigger sets of vertices and import them into Blender to see whats going on.
Jun 3, 2014 at 8:27 history answered Willem Hengeveld CC BY-SA 3.0