From: Tudor Newsgroups: comp.os.msdos.djgpp Subject: rotation Q: Date: Sat, 29 Mar 1997 20:54:31 -0800 Organization: Communications Accesibles Montreal Lines: 25 Message-ID: <333DF207.8B3@cam.org> Reply-To: tudor AT cam DOT org NNTP-Posting-Host: dynamicppp-232.hip.cam.org Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp I got the grip on basic 3D in Allegro and now I wanna move on to more serious stuff. I have this Q: How can I do rotations however I want? Like ,when I rotate a cube(classic :) I have no ideea after what point the cube gets rotated(probably the origin). Let's say you have a stick and the points A and B are its extremities: (C is just another point) A ----------- B C :) Now you can rotate the stick by the middle and A and B will move in opposite directions. You can rotate it after C so A and B will move in the same direction. Or you can take any other point to rotate your stuff. (the example is stupid but at least it explains what I want) How can I do something like this in Allegro? I know about rotations after a vector but if all the vectors have the origin in thecenter of the screen that doesn't help me very much (At least I don't think it does..) Anyone? TIA, -- tudor 'at' cam 'dot' org http://www.cam.org/~tudor 'This is Scott Nudds of the Borg. C is irrelevant.'