You are right about that.  I overlooked this fact.  But rots still make the
program more readable than a bunch of rotation matrices filled up with
sines, cosines and floats that mean nothing unless you know the formulas
that created them.  Actually, I used to do that and it looked very ugly.
Finally, I realised that rots can really help me out.  Now I use 3 seperate
Identity Transforms.  Then I apply one of the rots to each.  This creates
for me the rotation matrices.  Now I can multiply these with my object's
matrix and get it over with.  So with 6 very simple (easy to read) lines, I
get all my rotations done.  Of course, a couple more lines are necessary if
my object is not at the origin...
Paraskevas

--- Artur Biesiadowski <[EMAIL PROTECTED]> wrote:
> 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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