Re: [JAVA3D] more vecmath questions...

2000-01-30 Thread Evan Drumwright
; To: [EMAIL PROTECTED] <[EMAIL PROTECTED]> Date: Friday, January 28, 2000 4:44 PM Subject: Re: [JAVA3D] more vecmath questions... >Evan Drumwright wrote: > >> Lily, >> >> I need to rotate about an *object's* x,y, and z axes, rather than the >> coordinate

Re: [JAVA3D] more vecmath questions...

2000-01-28 Thread Hardy Henneberg
> -Original Message- > From: Lily Lee <[EMAIL PROTECTED]> > To: [EMAIL PROTECTED] <[EMAIL PROTECTED]> > Date: Wednesday, January 26, 2000 2:37 PM > Subject: Re: [JAVA3D] more vecmath questions... > > >Evan, > > > >I don't understand the

Re: [JAVA3D] more vecmath questions...

2000-01-27 Thread Lily Lee
s, and the z axis being rotated > about the x axis and then about the y axis... > > Evan > > -Original Message- > From: Lily Lee <[EMAIL PROTECTED]> > To: [EMAIL PROTECTED] <[EMAIL PROTECTED]> > Date: Wednesday, January 26, 2000 2:37 PM > Subject:

Re: [JAVA3D] more vecmath questions...

2000-01-27 Thread Evan Drumwright
[EMAIL PROTECTED] <[EMAIL PROTECTED]> Date: Wednesday, January 26, 2000 2:37 PM Subject: Re: [JAVA3D] more vecmath questions... >Evan, > >I don't understand the problem that you are describing. > >... and is there any reason that you are applying rotations about each >axis

Re: [JAVA3D] more vecmath questions...

2000-01-26 Thread Lily Lee
Evan, I don't understand the problem that you are describing. ... and is there any reason that you are applying rotations about each axis sequencially? If not, then the whole idea of using axisangle is to get a rotation about any arbitrary axis, such as [0.2, -0.4, 0.6], that does not even have

[JAVA3D] more vecmath questions...

2000-01-25 Thread Evan Drumwright
First of all thanks for your help, Lily Lee. AxisAngle is the solution to rotating about an object's coordinate system rather than the absolute coordinate system... However, I am still confused about something. Let's assume I carry out rotations about the x axis first, then about the transforme