rotation question
Blitz3D Forums/Blitz3D Programming/rotation question
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I have found myself playing about with a wrongly oriented object, which I fixed using turnEntity. However, I am also using the TformVector and TFormPoint commands, but if I turn my object, the object's local z axis is pointing along the global y axis. So is there a way to rotate an object that is completely ignored by the TForm commands? (doesn't edit any local coordinates). |
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RotateMesh In general, mesh commands will alter a mesh without changing it's coordinates. |
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If you don't want to transform the local coord system the best you can do is rotate the mesh's vertices themselves.(AKA rotatemesh()) OR, you can use a pivot as the entities "real" coord system, then another entity(the mesh) as it's visual representation. I would use the later. |