Hmm, how about this:
- take vector (1.0, 1.0, 1.0).
- apply matrix on vector
- compute projection of vector on y,z plane
- calculate angle between projection and old vector, this is your
angle of rotation around the x-axis
Do the same for x,z projection (rotation around y-axis) and y,z
projection (z-axis)
S.
--
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Dr. Stephan Reiling - [EMAIL PROTECTED]
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