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 16:37:40 GMT Organization: Into Beyond Lines: 20 Message-ID: <334b2016.21064909@news.playstation.co.uk> References: <01bc4074$bd79ee80$d603e8c3@fred> <334A0C83.5959@micronetics.com> <3348D96D.289@interactive.sony.com> 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 Mon, 07 Apr 1997 12:24:29 +0100, sceetech did quoth at me: >to monitor the error: eg every N frames, inspect the matrix, >look at it as 3 vectors, one per axis of the the object; >usually each started off life with size ONE (ie 4096), >hence test the actual sizes and rescale to ONE if >necessary. Les than ideal, but does prevent runaway errors. Can you also recalc an axis of the matrix from the other two to ensure perpen..perpendicul....they are all at 90 degrees to each other ?-) Just do a different axis whenever you recalc and that should keep errors down. * 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"