hi all,
I'm getting inconsistent integer values returned whilst rotating a ipix
exported 3d sphere using .rotate(0, somevalue, 0)
This is problematic as I'm using the rotation vector to calculate the
current rotation position in degrees.
a_|_b
c | d
a = vector (0, x, 0) --// evaluated by: a[3] = 0 AND a[2] > 0
b = vector (0, -x, 0) --// and so on.
c = vector (180, x, 180)
d = vector (180, -x, 180)
The problem is that x flip flops between the above values and the
inverse:
a = vector (0, -x, 0)
b = vector (0, x, 0)
c = vector (180, -x, 180)
d = vector (180, x, 180)
Is there a way to force the rotation to keep to one of these?
( pointAt doesn't seem to make any difference )
thanks
Julian
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