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my apologies but till 26th I am not able to dive in to the problem, but I remember in classic OpenGL the glRotatef rotations are always around "global axes", which is not usually what we want, that is why entity system has rotations around local axes, and I for sure did not used quaternions, but the transformations are custom made.
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No worries at all... I understand!
I'll look at the entity system and see what I can find. I'm very close to having this problem figured out.
Cheers... and thanks!
Originally Posted by Petr Schreiber
By kryton9 in forum ThinBASIC programming in OpenGL/TBGL
Last Post: 26-02-2010, 06:01
By gungadout in forum thinBasic General
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