Well this works better...
But now I've noticed a tiny problem with rolling... Doh
Having any luck Antony?
Method Point(X#,Y#,Z#) Local mat:Float[16] glMatrixMode(GL_MODELVIEW) glPushMatrix() glLoadIdentity() gluLookAt(Self.X#,Self.Y#,Self.Z#, X#,Y#,Z#, 0,1,0) glGetFloatv(GL_MODELVIEW_MATRIX, Varptr(mat[0]) ); glPopMatrix() Local angle_y! = ASin( mat[8]); Local C! = -Cos( angle_y ); Local angle_x! = ATan2( -mat[9]/C, mat[10]/C ) Local angle_z! = ATan2( -mat[4]/C , mat[0]/C ) If mat[10]<0 angle_x:+180 ; angle_z:+180 Pitch = -angle_x ; If Pitch<0 Pitch:+360 Yaw = ATan2(-mat[8],mat[10]) ; If Yaw<0 Yaw:+360 Roll = angle_z ; If Roll<0 Roll:+360 FlushMem() EndMethod
But now I've noticed a tiny problem with rolling... Doh
Having any luck Antony?