Path: chuka.playstation.co.uk!news From: "Martin Keates" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: libps - RotMatrix() Date: Fri, 26 Oct 2001 16:10:05 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 23 Message-ID: <9rbue4$2i4@www.netyaroze-europe.com> References: <3BD923D9.872FC1A0@127.0.0.1> <9rbol5$2i3@www.netyaroze-europe.com> <3BD96A85.63980F0C@127.0.0.1> NNTP-Posting-Host: modem-823.blotto.dialup.pol.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 > > This is not quite right. > probably not, I was doing this from memory, after having left a screen > full of 'GPU unsupported code 0..' at 2:00am last night ;) Come again? I was just saying that the order of your rotations is still not right, but then if you gave them wrong or described the plane/axis alignment wrong then maybe they aren't... > it seems to work as expected now. well jolly good. :) > transposition matrix is made up from taking the pitch and yaw angles, > and combining them with a fixed distance and putting the whole lot > through a spherical to cartesian coordinate transformation. It sems to > work :D Sure, sounds fine. Martin.