Path: chuka.playstation.co.uk!news From: Majik Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: libps - RotMatrix() Date: Sat, 27 Oct 2001 01:34:42 -0700 Organization: CowboyCoder .com Lines: 16 Message-ID: <3BDA71A2.8E63B415@127.0.0.1> References: <3BD923D9.872FC1A0@127.0.0.1> <9rbol5$2i3@www.netyaroze-europe.com> <3BD96A85.63980F0C@127.0.0.1> <9rbue4$2i4@www.netyaroze-europe.com> <3BD98CCD.303A2B60@127.0.0.1> <9rcdpb$2i5@www.netyaroze-europe.com> NNTP-Posting-Host: pc1-camb4-0-cust246.cam.cable.ntl.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05C-SGI [en] (X11; I; IRIX 6.2 IP22) Martin Keates wrote: > > > yes, they probably were innacurate, but you got the jist of the > > problem/solution? > > yeah, of course. You asked "what bug remains" and I told you. > (I guess you were just thinking about the matrix initialisation). Yes, that was the bug I was wanting. > You probably don't want me to get started on how using 3 axis > rotations is an intrinsically flawed method of doing roll, pitch > and yaw then... ;) (even discounting Gimbals). Oh, go on. ;) M.