Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Vectors and Matrices Mini Tutorial Date: Thu, 09 Jul 1998 10:39:44 +0100 Organization: Sony Computer Entertainment Europe Lines: 37 Message-ID: <35A48FE0.39F7744E@scee.sony.co.uk> References: <35A25BBF.F272A126@scee.sony.co.uk> <35a2e6c8.59132342@news.scea.sony.com> <35A349BF.1C739D7D@scee.sony.co.uk> <35a42c22.89797019@news.scea.sony.com> <35A48348.930D42AF@scee.sony.co.uk> NNTP-Posting-Host: camfw01.millennium.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) > Jamin Frederick wrote: > > > > 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 Another thing I forgot - you might be assuming a different direction of rotation. If multiplied with the vector on the left, the lower matrix is an anti-clockwise rotation, while the upper matrix is a clockwise rotation, because: cos(-t) = cos(t) and sin(-t) = -sin(t) So once again, both are correct - I should have clarified in the tutorial that the matrices I specified were anti-clockwise. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe A diagnostic is someone who doesn't know if there are two Gods.