>>'rotating around the x-axis' is a perfectly reasonable statement for a 3D >>object: rotate something in the x-y plane by 90 degrees about the x-axis and >>it will end up in the x-z plane. Rotating around the z-axis would keep it in >>the same plane. You can't rotate a 2-d object about an axis at all, only a >>point.
Well, I guess we're just arguing semantics then. You're still taking about moving part of the object out of x-y space and into the "z" space, or as you put it in your words, the "x-z" plane. Jason Merrill | E-Learning Solutions | icfconsulting.com >>-----Original Message----- >>From: [EMAIL PROTECTED] [mailto:flashcoders- >>[EMAIL PROTECTED] On Behalf Of Danny Kodicek >>Sent: Wednesday, November 23, 2005 4:33 AM >>To: Flashcoders mailing list >>Subject: Re: [Flashcoders] Calc max radius of a circle >> >> >>>>The difficult part of the question is that the circle is really a 3D >>object >>>>ie it can be rotate about the x or y axis. >> >>> Do you mean rotate into the "z" axis? X and Y are still just 2-D >>spaces. >> >>'rotating around the x-axis' is a perfectly reasonable statement for a 3D >>object: rotate something in the x-y plane by 90 degrees about the x-axis and >>it will end up in the x-z plane. Rotating around the z-axis would keep it in >>the same plane. You can't rotate a 2-d object about an axis at all, only a >>point. >> >>Danny >> >>_______________________________________________ >>Flashcoders mailing list >>[email protected] >>http://chattyfig.figleaf.com/mailman/listinfo/flashcoders NOTICE: This message is for the designated recipient only and may contain privileged or confidential information. If you have received it in error, please notify the sender immediately and delete the original. Any other use of this e-mail by you is prohibited. _______________________________________________ Flashcoders mailing list [email protected] http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

