I'll look into p/r/y.

> If you are trying to achieve an isometric view, why not use the 
> OrthogonalLens for your camera?

Mainly because I haven't started addressing any camera issues.  Still
doing proof-of-concept tests.

Thank you for the help!


On Jun 17, 9:20 am, savagelook <[email protected]> wrote:
> rotationX, rotationY, rotationZ all work in the global coordinate
> system.  You need to use the functions pitch(), yaw(), and roll() to
> achieve the same function in the local coordinate space,
> respectively.  The following code would rotate your object around its
> local Y (up) axis:
> obj.yaw(angle);
>
> If you are trying to achieve an isometric view, why not use the
> OrthogonalLens for your camera?
> view.camera.lens = new OrthogonalLens();
>
> On Jun 16, 5:24 pm, delfeld <[email protected]> wrote:
>
> > 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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