Quad Rotation

Blitz3D Forums/Blitz3D Programming/Quad Rotation

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I can see why what you suggested should work, but if I put anything other than zero in the roll for the pivot, the sprites seem to dissappear. If I put values in the pivot's yaw and pitch, I seems as if the sprites changing their own angles in the way you'd expect - its just roll that seems to mess it all up.

Here's what I have now:
 RotateEntity camera\pivot,0,0,s\angle#, True

			TFormPoint s\x,s\y,s\z,0,camera\pivot
			If TFormedZ#()>0
			 TFormVector -s\s,-s\s,0,camera\pivot,0 
			 VertexCoords s\surf,s\verti[0],s\x+TFormedX#(),s\y+TFormedY#(),s\z+TFormedZ#()
			 TFormVector s\s,-s\s,0,camera\pivot,0 
			 VertexCoords s\surf,s\verti[1],s\x+TFormedX#(),s\y+TFormedY#(),s\z+TFormedZ#()
			 TFormVector -s\s,s\s,0,camera\pivot,0 
			 VertexCoords s\surf,s\verti[2],s\x+TFormedX#(),s\y+TFormedY#(),s\z+TFormedZ#()
			 TFormVector s\s,s\s,0,camera\pivot,0 
			 VertexCoords s\surf,s\verti[3],s\x+TFormedX#(),s\y+TFormedY#(),s\z+TFormedZ#()
			 VertexColor s\surf,s\verti[0],s\r,s\g,s\b,s\a
			 VertexColor s\surf,s\verti[1],s\r,s\g,s\b,s\a
			 VertexColor s\surf,s\verti[2],s\r,s\g,s\b,s\a
			 VertexColor s\surf,s\verti[3],s\r,s\g,s\b,s\a
		    EndIf



Is this what you meant me to do? (camera\pivot is parented to the actual camera)