Path: chuka.playstation.co.uk!news From: "Nick Slaven" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Rotating about an arbitrary axis? Date: Tue, 22 Sep 1998 23:53:08 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 20 Message-ID: <6u9a0d$bdk4@chuka.playstation.co.uk> References: <36028A8D.290E@manc.u-net.com> <36028CB6.F017A2D5@scee.sony.co.uk> <3607A680.5844@mdx.ac.uk> NNTP-Posting-Host: ld09-097.lon.compuserve.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Robert Swan wrote in message <3607A680.5844@mdx.ac.uk>... >James Russell wrote: >> direction of the ball. Use RotMatrixX(RollAmount) followed by RotMatrixY(CompassDirection) to create >> such a matrix. > >james, let me know if this works. I (think) I had a problem with the >seperate RotMarix functions and never went back to them (had to use the >slower RotMatrix() a few times to get the same effect) Me too, they seemed to completely distort the tmds (from what I remember) in a totally unexpected way, whilst rotmatrix always works. Nick S