I have found myself playing about with a wrongly oriented object, which I fixed using turnEntity. However, I am also using the TformVector and TFormPoint commands, but if I turn my object, the object's local z axis is pointing along the global y axis. So is there a way to rotate an object that is completely ignored by the TForm commands? (doesn't edit any local coordinates).
rotation question
Blitz3D Forums/Blitz3D Programming/rotation question RotateMesh
In general, mesh commands will alter a mesh without changing it's coordinates.
In general, mesh commands will alter a mesh without changing it's coordinates.
If you don't want to transform the local coord system the best you can do is rotate the mesh's vertices themselves.(AKA rotatemesh()) OR, you can use a pivot as the entities "real" coord system, then another entity(the mesh) as it's visual representation. I would use the later.