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Converting from local to world space coordinates

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Hi, I asked this also in the opengl forum, but probably is more somethimg about math.

I have an object rotated in local space as follows:

pitch=45, yaw=30, roll=15

Given that world axis are [1,0,0] [0,1,0] [0,0,1]

How would I calculate world angles out of it... what is the math beyond it?

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You should be able to create an Axis Angle matrix for those angles into individual matrices. Then multiply them by your world transform. Then the X, Y, and Z axis of those matrices should be the rotation in world space. There is most likely a much more elegant solution, but that should do it.

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