Path: chuka.playstation.co.uk!news From: "Derek da Silva" Newsgroups: scee.yaroze.freetalk.english Subject: Re: repairing a matrix Date: Mon, 8 Jan 2001 11:14:18 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 26 Message-ID: <93c7ep$iic1@www.netyaroze-europe.com> References: <93ab2b$nvo1@www.netyaroze-europe.com> NNTP-Posting-Host: usr2071-avo.cableinet.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.50.4133.2400 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4133.2400 Have a look at "STEP 6. Precision problems" in P. Passmore's 3D tutorial. www.netyaroze-europe.com/~middx_uni/ftp/tutorial.zip Derek da Silva "Jon Prestidge (Moose)" wrote in message news:93ab2b$nvo1@www.netyaroze-europe.com... > Hello, > > I understand that to get an object's matrix back to have perfectly > perpendictular axis and proper scale (after it has gradually been corrupted > by many rotations) you can some how use a cross product or a dot product > method, but I don't know any more than that. And I can't immediately > work-out how it's done. Can anyone explain it further (which elements of > the matrix you do what to etc), or perhaps give me a code snippet? > > Cheers, > Jon Prestidge. > >