Path: chuka.playstation.co.uk!news From: Stuart_Ashley@Playstation.sony.com Newsgroups: scee.yaroze.programming.3d_graphics Subject: Object rotation Date: 2 Sep 1997 10:10:37 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 22 Message-ID: <5ugomu$2gk10@chuka.playstation.co.uk> Reply-To: Stuart_Ashley@Playstation.sony.com NNTP-Posting-Host: chuka.playstation.co.uk Originator: news@chuka.playstation.co.uk From: Stuart_Ashley@Playstation.sony.com To: news@playstation.co.uk >There is no difference if I do a matrix translation first then >a rotation or rotation first then translation. The GsOBJ object >will always be translated first (in either case) and then rotated >about the object (not world) origin. >I assume this is the supported behaviour but it is not what I >expected given other graphics API's (which use 4x4 matricies). Rotations and Translations are kept separate on the playstation. The reason is probably to do with the fact that it doesn't use 4X4 matrices. You'll have to use hierachies, if you want rotation about a point other than the origin Stuart