put this code:
outside of the main while..wend loop.
If you leave it inside the loop, then the ball rotation affects also the camera position and rotation. Which, I guess, is not exactly what you want..
Anyway, I've made a slight modification to your code, it may inspire you:
Sergio.
PositionEntity Cam, entityx(Ball), entityy(Ball), entityz(ball)
RotateEntity Cam, entitypitch(Ball), entityyaw(Ball), 0
MoveEntity Cam, 0, 0, -10
outside of the main while..wend loop.
If you leave it inside the loop, then the ball rotation affects also the camera position and rotation. Which, I guess, is not exactly what you want..
Anyway, I've made a slight modification to your code, it may inspire you:
Graphics3D 800, 600, 32, 2 Global cam = CreateCamera() Global ball = CreateSphere(32) ScaleEntity ball,2,2,2 Global light = CreateLight(3) ;spot light PositionEntity light,0,5,0 PointEntity light,ball ;let's just create a squared texture batex = CreateTexture(32,32) SetBuffer TextureBuffer(batex) Color 200,25,0 Rect 2,2,30,30 SetBuffer BackBuffer() EntityTexture ball,batex ScaleTexture batex,0.1,0.1 SetBuffer BackBuffer() PositionEntity Cam, EntityX(Ball), EntityY(Ball), EntityZ(ball) RotateEntity Cam, EntityPitch(Ball), EntityYaw(Ball), 0 MoveEntity Cam, 0, 0, -10 While Not KeyHit(1) If KeyDown(200) Then TurnEntity Ball, 1, 0, 0 ElseIf KeyDown(208) Then TurnEntity Ball, -1, 0, 0 EndIf UpdateWorld: RenderWorld Flip: Cls Wend:End
Sergio.