

Hi Stan,
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.
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 7 64bit - Intel Core 2 Duo T6600 @ 2.2GHz - 4 GB RAM - NVIDIA GeForce G210M 512MB
Windows 8 64bit - Intel Core i5-3350P @ 3.1GHz - 8 GB RAM - NVIDIA GeForce GT640 3GB
Bookmarks