Comments (4)
Might be related to the bug I posted about pitch, there's definitely something wrong with the transformations
from away3d-core-fp11.
How is rotationX inverted? If you look down the axes, rotationX, Y and Z all rotate counter-clockwise, which is what you'd expect in a default coordinate system.
By definition, the lookAt function points the Z-axis towards the object. If it looks different, your model is probably facing in the opposite way. This is, fe, the case for the Plane primitive, as in most cases, you'd want it to be facing the camera when it has the identity matrix.
from away3d-core-fp11.
Sorry, was on holidays.
In fact, since a certain repository update (about 1 week ago, don't remember exactly when), I had to invert the rotationX of my camera in some circumstances.
I was surprised and of course it means something has changed in away3d for fp11.
I just wanted to know what was changing in the code producing this inversion of rotationX.
Otherwise I'm sure my previous code (without inversion) was running pretty correctly.
But maybe I'm completely crazy... :)
My 2 current projects with Away3D 4:
http://www.cornflex.org/?p=248
http://www.cornflex.org/?p=206
Q.
from away3d-core-fp11.
Ahah !! You have corrected it !!
"Prevent setting rotation from overriding other euler angles" ...
It's much better now.
Thx !
from away3d-core-fp11.
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from away3d-core-fp11.