Yeah , you are right, moveUp and like this approach are very incorrect . That is the same as I did but adding a vertical vector offset. Should play around with the matrix
On Fri, Jul 30, 2010 at 8:58 PM, Makc <[email protected]> wrote: > well, not exactly, this only gives you direction, the distance will > vary. then, it's a special case for this particular rotation; I > believe generally one of transformation matrix columns is the plane > normal, so you probably need to use that instead. > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net http://www.meetup.com/GO3D-Games-Opensource-3D/ Tel:054-4962254 [email protected] [email protected]
