Hello I have matrix that is placed somewhere in space. Now I want to add rotation of few degrees to the existing rotation. Therefor I create a new matrix that is placed in the origin and set the additional part of rotation. Then I move the first matrix also to origin (remove translation) and multiply it with the new matrix (m1 * m2) to get the new total rotation. After that I move the matrix back to its place.
I thinks this is a correct process but in reality, the rotation and also translation aren't the expected ones. The x and z axis are interchanged for both. When I display the first or the additional matrix alone, everythin looks fine, so the problem isn't a false convertion between camera and world coordinates. Am I using a good way to add rotation of matrices or is there a general problem? How can I fix it? Thank you a lot, Tobias
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