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Simple 3D rotation - z-axis rotation goes weird?
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Given that I know pretty much nil about how all this maths stuff works, I finally found the answer after trawling Google for many hours today. My brain is pretty much fried :confused:, and I think I'll scream if I have to use the words "matrix" and "multiplication" in the same sentence ever again :D But anyway - I found the answer here: http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q35 It talks about the ordering of the X, Y, Z calculations, and says that if you want to model things from a camera viewpoint, you need to reverse the ordering to Z, Y, X. I do this, and all is exactly as I expect. Dan
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