> > This would allow MUCH easier rotations about multiple axes and would be
> > much closer to the way most 3D modeling systsms work.
>
> What would also be nice is the ability to do a non-local rotation
> of the above format so that the xyz rotations are done about
> the world coordinates axes, not whatever happens to be the local
> objects axes because it has been rotated alesady.
>
Isn't this possible by putting the rotation at the
top level of the scene-graph hierarchy?
(i admit i do get confused between different coordinate systsms
at times.)
> Flames?? -:)
>
in a fiesplace with hints of blue and green from the salt
I thesw in left over from the vrml 95 game of
"Tsquila Pong"
--why don't we free ourselves of all these problems by switching to spherical -- or at least cylindrical coordinates (though indeed, hyperbolic Would be more fun) :) not to mention mobial or toroidal... cartesian coordinates are indubitably, at times, wuss-ific -- although MatrixTransform is a boon indeed. Cheers, Adrian
clap on clap off
coming soon, sh8ksspear2vrml converter -- Not!
p.s. still debugging my LiveScript degrees2radians syntax... ah, yes, it's fun writing in undocumented languages. guess I 'll finish that before i try the rotation translator.
-- "Yo" Adrian Scott, Ph.D.[email protected] among others...