[quote="dkdoom":3tl6rty4][quote="Glamthaus":3tl6rty4]If you don't mind me asking, is that using Euler Angles, Axis Angle, or Quaternions for it's Rotation Matrix?[/quote:3tl6rty4]as far as i can tell, i'm probably using euler angles, that is: three consecutive transformations around the x, y and z axis. i knew i wouldn't be the only one hacking at this
i'll publish asap so anyone with quaternions up their sleeve can improve on it.[quote="newt":3tl6rty4][quote="Mipey":3tl6rty4]Hmm... would it be possible to create a 3D globe mesh, say, a planetoid shape and rotate it around? Then one power of two texture could be use for the planet.
[/quote:3tl6rty4]Id say that's a possibility[/quote:3tl6rty4]definitely; but more complex/irregular models are going to be a hassle, since the mesh always needs to be a grid, which has nasty implications for modelling.[/quote:3tl6rty4]
hey im working on the same thing too lol
@newt is that actually mesh distort?