Hello,

I am trying to figure out rotations in 3D, but am lousy at matrix
math.

I have rotated a 3D object (MD2 file mesh) so that it looks like an
isometric view:

obj.rotationX = 45;

Now I need to rotate this object so that it remains at that angle in
terms of the camera . . . it has to remain looking isometric and
standing on the same virtual plane, but I want to see the other side
of it.

I am providing this rotation in one angle, which would be a rotation
around the "up" axis (which is now 45-degrees offset on the x-axis).

How can I do this?

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