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 18:10:59 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 17 Message-ID: <01bc4a92$13713c40$3c1ae8c3@fred> References: <01bc4074$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> <01bc49fc$73633900$LocalHost@fred> <3354CCD4.5A60@interactive.sony.com> NNTP-Posting-Host: ld49-060.lon.compuserve.com X-Newsreader: Microsoft Internet News 4.70.1155 I started off with the code from the solar2 demo which also does proper object-relative rotations and doesn't need normalisation for a long time (I suspect it will be the same code in the demos you mentioned) but it still needs to be corrected or it does go wobbly after a while. After all the vectors and the global matrix is initialised to either 0 for the vectors or GsIDMATRIX for the matrix, the only code which modifies the matrix is the code I posted earlier. The code I posted earlier didn't mess up for a long time either until I added the normalisation code which made it go freaky. Whether I use rsin or the RotMatrix function doesn't make any discernible difference. I'm sorry to drag this on for so long but no-one seems to have code that actually works with normalisation available and I think my normalisation code is wrong in some way. I'll try and do as Jim suggests and put a zip on my web page but it may take a while for me to figure out how to do that because I've never really tried to set up a web page before. I'll post a note when I'm done. Mike.