Quote:
Originally Posted by Andy Colebourne
I had this problem a long time ago. As you've discovered, using the trig will give you non 0-360 deg values. You'd need to work out the quadrants you are in. You'll also need to assume a default 'up' direction too. It's all a bit nasty.
How about a different method like maintaining your angles and generating a matrix when you need it? Or perhaps using gluLookAt? (you can always read stuff back out of the opengl matrix)
Andy
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Can you elaborate on any of these? I'd sure appreciate it.
Thanks,
Brian