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: Vectors and Matrices Mini Tutorial Date: Thu, 09 Jul 1998 02:35:42 GMT Organization: SCEA News Server Lines: 44 Message-ID: <35a42c22.89797019@news.scea.sony.com> References: <35A25BBF.F272A126@scee.sony.co.uk> <35a2e6c8.59132342@news.scea.sony.com> <35A349BF.1C739D7D@scee.sony.co.uk> NNTP-Posting-Host: 98M0022.dorm.gmu.edu X-Newsreader: Forte Free Agent 1.11/32.235 But isn't rotation around Z supposed to be (assuming theta goes from X to Y): cos(t) -sin(t) 0 sin(t) cos(t) 0 0 0 1 You still have: cos(t) sin(t) 0 -sin(t) cos(t) 0 0 0 1 Jamin On Wed, 08 Jul 1998 11:28:15 +0100, James Russell wrote: >Matthew Hulett wrote: >> >> >I've written a Vectors/Matrices mini tutorial available at: >> > >> >http://www.netyaroze-europe.com/~jruss1/ >> >> Thank you, I am just finishing my first book on games programming, >> and I was starting to feel pretty smart and cocky until you and Peter >> Passmore starting discussing the ins and outs of accurate and >> efficient TMD scaling and rotation. Very humbling... [BG] > >Not as humbled as I was when I discovered this morning that all the matrices >in my tutorial were transposed. :O) It's fixed now. > >-- >== James_Russell@scee.sony.co.uk +44 (171) 447-1626 >== Developer Support Engineer - Sony Computer Entertainment Europe > >Why do elephants have big ears? Because Noddy won't pay the ransom.