Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Charles Nicholson" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: hhhelp mme . . I'mmm.... shrinking!!!??!! Date: Tue, 26 Jan 1999 21:22:06 -0500 Organization: SCEA News Server Lines: 30 Message-ID: <78lsk8$6d43@scea> References: <78l3c2$gpd7@chuka.playstation.co.uk> NNTP-Posting-Host: chnicholson.vassar.edu X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 I could be wrong, but it sounds to me like you're keeping you're using cumulative rotation (i. e. simply adjusting your rotation matrix instead of recalculating it every frame from a position VECTOR and a rotation SVECTOR). When you modify a pre-existing matrix a few thousand times, the fixed-point rounding errors accumulate until the vertices of your TMD are irreparably distorted. Instead, hold your rotation in an SVECTOR, your position in a VECTOR, and point your object's coordinate system to your own GsCOORDINATE2 structure. Calculate your local coord system with RotMatrix(&,&), and then use the newly calculated temp MATRIX to set the coordinates. That solved my problems, anyway- I couldn't figure it out when that first happened to me. I was implementing a fixed-point 3d program with a cube. I finally got it spinning and was so proud that I left it running when i went to grab a bite to eat. I came back and it had crumpled itself to the point where it was nowhere near being recognizable as a cube....:) hope that helped... -charles >my 3d models shrink in the x,z plane when rotated a lot!!?? > >this is probably due to dogy code, but if anyone can help, please do so > >rob