M
Mike
Hi
actually I rotate the airplane in x (openGL) alike:
fx = pX + ((fx - pX) * cos(heading)) - ((pY - fy) * sin(heading))
pX is the pilotshead and heading the degrees. fx is the new x and fy
is 0.
seems ok also with circling camera. a bit sluggish but ok.
Now how should i add another source position z slightly down in z axis
without
messing it up? ( front and back of the plane ) Any STL function for
such rotations?
Many thanks
Michael
actually I rotate the airplane in x (openGL) alike:
fx = pX + ((fx - pX) * cos(heading)) - ((pY - fy) * sin(heading))
pX is the pilotshead and heading the degrees. fx is the new x and fy
is 0.
seems ok also with circling camera. a bit sluggish but ok.
Now how should i add another source position z slightly down in z axis
without
messing it up? ( front and back of the plane ) Any STL function for
such rotations?
Many thanks
Michael