Paraskevas Orfanides wrote:
>
> You could use a matrix multiplication, but it essentially does the same
> thing, and you will have to create rotation matrices. Using rotX, rotY,
> and rotZ is much simpler and will make your program more readable. Why do
> you not want to use them?
I don't know about original poster, but rot methods are quite weak -
they cancel each other. Generally all Tranform3D methods works by
replacing values, not by multiplication.
Artur
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