   DX Rotations giving me motion sickness!
  Hello,I've loaded a mesh and I'm just rotating it etc. The problem is I've got a console and I type in this command:Object->DeltaRotAbs x y zWhich sets how much the object rotates each frame but it doesn't work with the desired effect!I'll show you what I mean in this pictureAs you can see if you get a magnifying glass I've written into the console Object->DeltaRotAbs 0 .001 0but that spins it on what I thought to be the Z-Axis [confused].I'm pretty sure I'm not messing it up but the function I use to create the rotation matrix is called as such:D3DXMatrixRotationYawPitchRoll(&this->Rot, this->RotY, this->RotX, this->RotZ);As I was under the impression that Yaw was a rotation about the Y Axis, Pitch was about the X Axis and Roll was about the Z Axis. I'm not sure what's going on because I'm pretty new to all this math so if you could shed some light on what I'm doing wrong that would be awesome [smile] Btw if you've got any resources I could use in the way of tutorials or references in the DXSDK Documentation that'd be great.Thanks again everyone.Jemburula[Edited by - Jemburula on May 28, 2006 2:34:10 AM]
  When I debug rotation problems, I find it useful to draw the XYZ axis. This gives me a frame of referance to work with. Try drawing the XYZ axis in RGB colors, to see what axis its really rotating about.   ;  Hmm that could be cool... any hints as to how to do that? Use a point list or something of that sort?   ;  Where's the camera?   ;  // Position and Aim the camera  D3DXVECTOR3 Pos(0.0f, 0.0f, -50.0f);  D3DXVECTOR3 Target(0.0f, 0.0f, 0.0f);  D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);  D3DXMATRIX View;  D3DXMatrixLookAtLH(&View, &Pos, &Target, &Up);  Device->SetTransform(D3DTS_VIEW, &View);