From: leathm AT solwarra DOT gbrmpa DOT gov DOT au (Leath Muller) Message-Id: <199707080254.MAA01519@solwarra.gbrmpa.gov.au> Subject: Re: Help! Allegro 3D maths problem To: dan AT wayfarer DOT demon DOT co DOT uk Date: Tue, 8 Jul 1997 12:54:03 +1000 (EST) Cc: djgpp AT delorie DOT com In-Reply-To: <33BB8F5C.1CD3177B@wayfarer.demon.co.uk> from "Dan" at Jul 3, 97 12:39:09 pm Content-Type: text Precedence: bulk > 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? Get ddjclip.zip off of ftp.idsoftware.com/mikeab (if its still there... :) The code in there does exactly what you want. You will have to dig the routines out a bit, but after going through the code properly you should be able to understand it ok. Basically it produces a matrix (3x3 I think, I use 4x4 matrices) from a roll, pitch and yaw set of angles with a translation to the cameras position. Camera stuff is the hardest to find info on... ;) Leathal.