Path: chuka.playstation.co.uk!news From: "Nick Slaven" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Rotating about an arbitrary axis? Date: Wed, 23 Sep 1998 18:45:38 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 25 Message-ID: <6ubcd9$bdk13@chuka.playstation.co.uk> References: <36028A8D.290E@manc.u-net.com> <36028CB6.F017A2D5@scee.sony.co.uk> <3607A680.5844@mdx.ac.uk> <6u9a0d$bdk4@chuka.playstation.co.uk> <3608C08C.217EA9C8@scee.sony.co.uk> NNTP-Posting-Host: mfs2-dnbqv-189.gbr.compuserve.net X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 James Russell wrote in message <3608C08C.217EA9C8@scee.sony.co.uk>... >MATRIX MyRotation = { { 1, 0, 0 }, // Identity matrix > { 0, 1, 0 }, > { 0, 0, 1 } }; >RotMatrixX(firstAngle, &MyRotation); >RotMatrixY(secondAngle, &MyRotation); PING! (sound of large penny dropping) No this isn't what I was doing, I think I tried the functions once as a straight replacement for RotMatrix & hence the identity matrix wouldn't have been set up (probably zero), somehow I got it into my head that the functions would generate the required rotation matrix from the angle. Cheers Nick S