Hi there,
I'm in the middle of writing some vector graphics code and have got myself into a right muddle with angle rotations using Sin/Cos.
First of all, I thought that a zero angle would be straight up, as normal. However, if I remember my maths correctly (which is doubtful), the zero angle is to the right, i.e. ninety degrees and rotation is counter-clockwise.

In the blitz docs, there is some demo code that supports this (attached link ANGLES.BB), except that the angle of rotation is clockwise.
I wrote some code of my own to check this (attached link CIRCLE.BB) and shockingly, the zero angle starts at 180 degrees and rotates counter-clockwise.
http://www.tronsoftware.dabsol.co.uk/downloads/AngleProggies.zip
Now, I don't know what to think. Little help? Is my code wrong somehow?
Thanks for reading.
Rage_Matrix
I'm in the middle of writing some vector graphics code and have got myself into a right muddle with angle rotations using Sin/Cos.
First of all, I thought that a zero angle would be straight up, as normal. However, if I remember my maths correctly (which is doubtful), the zero angle is to the right, i.e. ninety degrees and rotation is counter-clockwise.

In the blitz docs, there is some demo code that supports this (attached link ANGLES.BB), except that the angle of rotation is clockwise.
I wrote some code of my own to check this (attached link CIRCLE.BB) and shockingly, the zero angle starts at 180 degrees and rotates counter-clockwise.
http://www.tronsoftware.dabsol.co.uk/downloads/AngleProggies.zip
Now, I don't know what to think. Little help? Is my code wrong somehow?
Thanks for reading.
Rage_Matrix