Can you do it this way or is there a better way to construct a rotation matrix?
When I use my method it results in a matrix that causes the cube to become distorted and as you approach being on directly above the cube, it turns into a line.
cube at 0,0,0 from 2,0,5 looking at 0,0,0
cube at 0,0,0 from 1,0,5 looking at 0,0,0
cube at 0,0,0 from 1,0,5 looking at 1,0,0
*note* I am using the method described here http://www.fastgraph...mes/3drotation/
Edited by hit172, 05 February 2012 - 03:07 AM.