Path: chuka.playstation.co.uk!news From: Majik Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: libps - RotMatrix() Date: Fri, 26 Oct 2001 14:41:40 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 16 Message-ID: <3BD96814.88C129A2@127.0.0.1> References: <3BD923D9.872FC1A0@127.0.0.1> <9rbe2d$2i1@www.netyaroze-europe.com> NNTP-Posting-Host: tide136.microsoft.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.72 [en] (Windows NT 5.0; I) X-Accept-Language: en "Jon Prestidge (Jon@surfed.to)" wrote: > it depends what you actually want but generally speaking I'd have thought > you'd want a "*mtrx = GsIDMATRIX;" before your RotMatrixX etc because those > individual rotation routines don't reset the matrix unlike the one that does > all three. A lolly pop to John for spotting the missing line! ;) > > 4) Anyone else had a similar 'experience' with RotMatrix() > > ... look for the dreaded 'Gimbal Lock' on the net (places like Gamasutra It has a name?? well, I shall definately look for that! > actually called ... then I could find loads of info on it. that is so often the probelm :) M.