Path: chuka.playstation.co.uk!news From: markt@mincom.com Newsgroups: scee.yaroze.programming.3d_graphics Subject: Object rotation Date: 1 Sep 1997 7:39:18 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 46 Message-ID: <5udrf9$2gk3@chuka.playstation.co.uk> Reply-To: markt@mincom.com NNTP-Posting-Host: chuka.playstation.co.uk Originator: news@chuka.playstation.co.uk id xma021918; Mon, 1 Sep 97 17:43:07 +1000 by portal.mincom.oz.au (8.8.7/8.8.5) with ESMTP id RAA06457 for ; Sun, 31 Aug 1997 17:43:04 +1000 Sender: markt@mincom.com From: Mark Theyer Organization: Mincom Pty Ltd X-Mailer: Mozilla 3.01SGoldC-SGI (X11; I; IRIX 6.3 IP32) MIME-Version: 1.0 To: Yaroze Newsgroups Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Hi, In 'most' matrix based graphics systems is it correct in saying that transforming and then rotating an object will result in a position as illustrated... ? (|| = object,\\ = rotated object) \\ 2:rotate(0,0,35) .--------> || 0,0,0 1:translate(10,0,0) Now, is it also true in saying if we swap the method, rotate and then translate we get this... ? 1:rotate(0,0,35) \\--------> \\ 0,0,0 2:translate(10,0,0) OK, next question... Is it correct in saying that rotating a PSX object will result in a rotation at the transformed position around the object's origin (0,0,0)? In other words is the transformation independant of the 3x3 scale, rotation info' and is applied last? If this is the case may I ask why? Does this mean I can only rotate (and scale) an object around the origin? Mark Theyer markt@mincom.com