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### #Actualbenp444

Posted 05 September 2012 - 06:05 AM

Thanks, but I already tried that:

  D3DXQuaternionRotationYawPitchRoll(&qOrient,ga->getRotation().y,ga->getRotation().x,ga->getRotation().z);
D3DXMatrixRotationQuaternion(&rotation,&qOrient);
world=scale*rotation*move;


The results are similar in that one axis rotates in model coords and the rest in world coords. Note in this case it is Z that always rotates in model space and X and Y that rotate in world space.

### #1benp444

Posted 05 September 2012 - 05:49 AM

Thanks, but I already tried that:

  D3DXQuaternionRotationYawPitchRoll(&qOrient,ga->getRotation().y,ga->getRotation().x,ga->getRotation().z);
D3DXMatrixRotationQuaternion(&rotation,&qOrient);
world=scale*rotation*move;


The results are similar in that one axis rotates in model coords and the rest in world coords.

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