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?
