I am currently trying to write a wrapper for something (remain nameless to save from embrassment if i were to fail =]). However, the angle that I receive from it is quite different.
Now i am no angle expert, I dunno what these are called (euler? quat? wth? haha)
in Blitz3D I realize this:
let say cube angle Yaw, it goes from 0 - 180, then -180 to 0
in the dll that i got:
It returned in radians, so I take the radians and times it by this:
radians * 360/pi
It then goes from 0 to 180...then 180 back to 0.
Now as one can see the two system angle is quite differnet. I was wondering is there anything I can change taht could make these two system compatiable? Maybe my formula is wrong?
Nack
Now i am no angle expert, I dunno what these are called (euler? quat? wth? haha)
in Blitz3D I realize this:
let say cube angle Yaw, it goes from 0 - 180, then -180 to 0
in the dll that i got:
It returned in radians, so I take the radians and times it by this:
radians * 360/pi
It then goes from 0 to 180...then 180 back to 0.
Now as one can see the two system angle is quite differnet. I was wondering is there anything I can change taht could make these two system compatiable? Maybe my formula is wrong?
Nack