oh that's a good one..., will look at it asap...

Fabrice


On Apr 26, 2011, at 11:41 PM, rjgtav wrote:

> Hi. Yes i'm using the applyRotations method from the MeshHelper, what
> it does is that when the rotation is greater than 360, for example
> 370, it becomes 10. Btw, i'm calling it in an ENTER_FRAME event.
> 
> On Apr 26, 10:35 pm, Fabrice3D <[email protected]> wrote:
>> I have typed quite few methods, but i think i've reintroduced applyRotations 
>> in MeshHelper
>> (if not remind me)
>> basically it resets the rotations to 0 and applies the rotation directly to 
>> vertices.
>> 
>> There are other ways, this is one.
>> 
>> Fabrice
>> 
>> On Apr 26, 2011, at 6:53 PM, Choons wrote:
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>>> if the object or container is a child of the view (stage) then
>>> rotation is essentially global. rotationX, rotationY, and rotationZ
>>> rotate with respect to the parent axis, and pitch, roll , and yaw
>>> rotate on local axis. Any rotation should be possible by nesting and
>>> moving pivot points. Also, nesting is good for preventing gimbal lock
>>> issues
>> 
>>> On Apr 26, 11:26 am, rjgtav <[email protected]> wrote:
>>>> hi.  i.ve already read that in away3d 3.6 it wasnt possible to rotate
>>>> an object around a global axis. Is this possible in broomstick?
>> 
>>>> By rotating around a global axis, i mean rotating an object around an
>>>> axis that doesnt rotate/change as the object rotates.

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