Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.libraries Subject: Re: Rotation Matrix Functions Date: Mon, 07 Apr 1997 16:09:57 GMT Organization: Into Beyond Lines: 19 Message-ID: <3349dfe5.3964351@news.playstation.co.uk> References: <01bc4074$bd79ee80$d603e8c3@fred> <3345420f.1403970@news.playstation.co.uk> <3345606A.51F9@innotts.co.uk> <3345a710.544618@news.playstation.co.uk> <01bc4274$05a266a0$0805e8c3@fred> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On 6 Apr 1997 10:15:38 GMT, "Michael Enoch" <100413.2514@compuserve.com> did quoth at me: >Hi, it's me again, I was hunting around in the demos and found one called >solar2 which was described as demonstrating various 3D orbits and things, >well I downloaded it and there are some functions for dealing with object >relative rotations in there so it has basically solved my problem. It uses >the RotMatrix function to find the matrices and stays well clear of the >dodgy RotMatrixX/Y/Z functions. I still think those functions should work >though..... Does Sony have anything to say about them? So your problem was just the XYZ ones? Perhaps with RotMatrix the errors are just smaller. * Alex Amsel * Into Beyond Web Design & JAVA Programming * * http://www.intobeyond.com * WWFC Play off ****ers'97 * MM: "Hand the opposition the lead, the supporters love it"