Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: RotMatrixBUG???? Date: Thu, 09 Jul 1998 02:32:33 GMT Organization: SCEA News Server Lines: 23 Message-ID: <35a427fd.88736196@news.scea.sony.com> References: <01bda686$31300120$4fa1f7c2@manolo> <359D8B5E.54DE@mdx.ac.uk> NNTP-Posting-Host: 98M0022.dorm.gmu.edu X-Newsreader: Forte Free Agent 1.11/32.235 I'm still a little confused. Why do all the matrix multiplication correcting with the "incremental" approach (what Peter was talking about) when you can just store the current rotation vector (where (a,b,c) represents the model a, b,and c degrees from its local x, y, and z axes respectively thus far) and make a "consummate" matrix from the (a,b,c) vector and RotMatrix, which gets put in the GsCOORDINATE2.coord matrix -- resulting in the proper orientation of the model (since the model is in the original orientation if the coord matrix is the identity matrix, and changing the coord matrix into a different matrix effectively changes its orientation)? Now what do I have to do if I have a button for each rotation direction, positive and negative around each axis, and i want to rotate the object arbitrarily without using the "incremental" method? Apparently I can't just increment/decrement the numbers in the (a,b,c) vector when I push the corresponding buttons. What else has to be done? Where do I have to worry about order of rotations? Sorry if I'm asking the same questions! Jamin