Well, I've already tried applyRotations() and it solved one part of
the problem. I'll explain my game:
- It has a SpringCam always behind the ball;
- At the same position of the ball i have another sphere that is the
target of the camera, so when i press the right/left key, it rotates
the target, and so the camera;
- So to roll, I simply check the rotationY, and then rotate the sphere
in the correct direction;
- The problem is that, for example, if I rotate in the X axis
(sphere.rotationX += value), it rotates ok, but then all of its axis
rotate, something like this post: sorry cant find it now but its a
post with an image that explains this

I've already tried with the rotate(vector, angle), but it also changes
with the rotation...

Any help?

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