Mathmatical challenge - 'flipping the vector'

Blitz3D Forums/Blitz3D Programming/Mathmatical challenge - 'flipping the vector'

jst a couple of things..
- align to vector causes the local axis of an object to
tranform..so your making the zaxis point in a given direction..
This is fine, but keep this in mind, because if you now rotate
about the axis vectors you may not get the expected
results - the local axes have become none orthonormal (they are no longer at right angles to each each other).
[i could be wrong here..but i imagine this could be a problem]

as for moving backwards without changinf direction..
moventity(blah,0,0,-1) = -1 along z vector/axis

if you want to use positioning - grab the z vector, negate
it, multiply by a scalar displacement...and add it to your
position... the a vectors negative, has opposite sense..
so unless theres something wrong elsewhere, you should
be moving backwards..

perhaps ive missed something, but from what you have written, i dont see a real problem..