Consider the following code: Transform3D foo = new Transform3D(); // Constructing a vector pointed downward and to the lower left // with no rotation AxisAngle4f axisAngle = new AxisAngle4f(-1, -1, -1, (float)0); foo.setRotation(axisAngle);
After the code is run, why is foo still the identity matrix? I.e. why is foo.equals(new Transform3D()) true? I would think that the AxisAngle perfectly describes a rotational component pointed downward and to the lower left, and that the Transform3D would now be pointed towards that direction. I guess I'm missing something huge. Thanks in advance, David B/Omaha NE =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
