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Posted 06 December 2012 - 09:32 AM
Posted 06 December 2012 - 10:26 AM
Posted 06 December 2012 - 02:20 PM
Posted 06 December 2012 - 07:51 PM
When you say:
x' = x*cos(A) - y*sin(A)
y' = y*cos(A) + x*sin(A)
Does your code happen to 'actually' do:
x = x*cos(A) - y*sin(A)
y = y*cos(A) + x*sin(a)
aka, you update the value for x, then you are using the new value for x in the computation for y isntead of the old one?
Edited by GDsnakes, 06 December 2012 - 08:03 PM.
Posted 07 December 2012 - 12:07 AM
glTranslatef(BaseAX+(60.0*cos(AngleD)-10.0*sin(AngleD)),baseAY+(10.0*cos(AngleD)-60.0*sin(AngleD)),0.0f);
glTranslatef(BaseAX+(60.0*cos(AngleD)-10.0*sin(AngleD)),baseAY+(10.0*cos(AngleD)+60.0*sin(AngleD)),0.0f);
Posted 07 December 2012 - 07:57 AM
glTranslatef(BaseAX+(60.0*cos(AngleD)-10.0*sin(AngleD)),baseAY+(10.0*cos(AngleD)-60.0*sin(AngleD)),0.0f);
There is a sign error in there. It should beglTranslatef(BaseAX+(60.0*cos(AngleD)-10.0*sin(AngleD)),baseAY+(10.0*cos(AngleD)+60.0*sin(AngleD)),0.0f);
Posted 07 December 2012 - 08:05 AM
Yes, as I said above
I changed the + to a - for the Y because my Y axis is inverted. Origin is (0,1500). I noticed that when it was a + the object rotated the opposite way as the mouse. When changed to a - it followed the mouse like its supposed to.
Do you think that is the problem?
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