From: Dan Newsgroups: comp.os.msdos.djgpp Subject: Help! Allegro 3D maths problem Date: Thu, 03 Jul 1997 12:39:09 +0100 Message-ID: <33BB8F5C.1CD3177B@wayfarer.demon.co.uk> Reply-To: dan AT wayfarer DOT demon DOT co DOT uk NNTP-Posting-Host: wayfarer.demon.co.uk MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 23 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk I'm using the Allegro maths functions to write a simple 3D engine. My problem is that when I calculate rotations for the world-to-camera transformation, I always end up with the equivalent of rotating the camera around the *world* axes (like in Quake). That is, if you increase pitch (look up), the camera makes a smaller turning circle when you yaw left-right, still around the world y-axis. What I'm trying to achieve is rotation around the *camera's* own local axes (i.e. front, up and right vectors) no matter where the camera is, or at what rotations, kind of like in Descent. I have scanned Foley & Van Damme, and Abrash, but I can't seem to find an answer. Anyone got any ideas? -- Dan ******************************* ===dan AT wayfarer DOT demon DOT co DOT uk==== http://www.wayfarer.demon.co.uk *******************************