For example, if you want a rotation along the X-axis and a rotation along 
the Y-axis. 
You multiply them together to get a rotation matrix on X and Y axis.
In the resulting matrix at the position (2,0) you will have a cos @ * sin 
@1 
(where @ is the angle on the X-axis and @1 the angle on the Y-axis)
In your code you assume there is only a -sine. In that specific case, the 
sine is at (0,2).
However if the multiplcation is done in a different order, ie YX then 
your code looks Ok. :)
Another case where it looks ok is when you have a ZY matrix. For all the 
other cases, 
I can't see how it can work...

Did you try it when you have cases like (YZ, XZ, XYZ,...)?

Chris.
=====================================================================
To subscribe/unsubscribe, send mail to [EMAIL PROTECTED]
Java 3D Home Page: http://java.sun.com/products/java-media/3D/

Reply via email to