Path: chuka.playstation.co.uk!news From: sceetech Newsgroups: scee.yaroze.programming.libraries Subject: Re: Rotation Matrix Functions : The Solution? Date: Mon, 14 Apr 1997 10:25:23 +0100 Organization: SCEE Lines: 19 Message-ID: <3351F803.EB8@interactive.sony.com> References: <01bc4074$bd79ee80$d603e8c3@fred> <334A0C83.5959@micronetics.com> <3348D96D.289@interactive.sony.com> <334b2016.21064909@news.playstation.co.uk> <01bc4448$a37ddc80$0b16e8c3@fred> <334BA817.4A3C@interactive.sony.com> <01bc454b$1c8e8fe0$5214e8c3@fred> <334CA29A.539A@interactive.sony.com> <01bc45ea$2a00f1a0$c209e8c3@fred> <01bc46b0$08c8d860$ce08e8c3@fred> Reply-To: ps_yaroze@interactive.sony.com NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Michael Enoch wrote: > > My code was in the wrong place and wasn't affecting anything, now I've > moved it and there is definately something wrong with it, the object > streches all over the place. > Mike. Two things: firstly, your earlier postings gave printouts of a matrix; after some rotation, the matrix columns were blatantly not of size 4096, which the normalisation in code should guarantee. secondly, object stretching is a Definite sign of matrix distortion; to sort this, please post your code for maintaining/ re-normalising the matrix, AND that for doing the basic rotation. Lewis