Path: chuka.playstation.co.uk!news From: "Michael Enoch" <100413.2514@compuserve.com> Newsgroups: scee.yaroze.programming.libraries Subject: Re: Rotation Matrix Functions : Still Date: 16 Apr 1997 00:21:55 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 91 Message-ID: <01bc49fc$73633900$LocalHost@fred> 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> <3351F803.EB8@interactive.sony.com> <01bc4928$a4dd0940$f61ae8c3@fred> <33534048.2B79@interactive.sony.com> NNTP-Posting-Host: ld51-019.lon.compuserve.com X-Newsreader: Microsoft Internet News 4.70.1155 > To sort this I will need to see printouts of the matrix > (that was the thing in your earlier posting that made it look > like the normalisation wasn't working). > > > Good luck > > Lewis Ok, I hope this is what you mean by printouts...... Here are 17 matrices. Each matrix is a printout of what happens to my object's matrix when you rotate the object around the Y axis by (4096/16) units each time. The function I used to get these results was the one I posted earlier except with the changes you suggested in your last posting. These results are different (worse) than the ones I posted before because the normalisation code wasn't in the right place to work last time. 4096 0 0 0 4096 0 0 0 4096 3784 0 1568 0 4096 0 -800 0 3784 2896 0 2897 0 4096 0 -5184 0 3377 1566 0 3784 0 4096 0 -30282 0 751 766 0 4096 0 4096 0 6971 0 9319 -17970 0 4008 0 4096 0 1011 0 3969 32766 0 -29442 0 4096 0 183 0 4053 3739 0 -13081 0 4096 0 9467 0 3851 2547 0 -15012 0 4096 0 2914 0 2878 2178 0 16616 0 4096 0 1590 0 3774 -6761 0 3955 0 4096 0 24 0 4096 20320 0 557 0 4096 0 -778 0 3793 3739 0 1670 0 4096 0 -6312 0 3391 2815 0 2974 0 4096 0 5872 0 409 1462 0 3826 0 4096 0 3666 0 1827 654 0 4094 0 4096 0 2687 0 3091 -12848 0 3984 0 4096 0 1298 0 3884 Ok that's it :) The second from last one should be when it finished a full loop, I think, but it's certainly not the same as the first matrix. I hope this helps. Mike.