title: GLSL: rotation with a rotation vector?
body: <p>I am trying to do skeletal animation with GLSL. For each bone, I have a translation(x,y,z) and a rotation(pitch, roll, yaw) (in degrees). I could construct a 4x4 matrix for each bone but that would take alot of register space in the shader, so I would like to only have to store the 6 values I have per bone, but I don't know how to do this.</p>