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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