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How do I get a (sort of) absolute vertex position?
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[quote][b][/b] wrote: Okay, two more things I found: - The part that was supposed to "normalize" rotation was changing it in different ways, so, I had to delete it; - Sinus and cosinus calculation acts weird. Despite having the 90 degree angle, the sinus is 0.89 and cosinus is -0.45 (it is supposed to be 1 and 0). To calculate these, I've used basic math functions: [code]NewPos.x = Pos.x * Math.cos(Rot.y) + Pos.z * Math.sin(Rot.y); NewPos.z = -Pos.x * Math.sin(Rot.y) + Pos.z * Math.cos(Rot.y);[/code] This is such a ridiculous problem... [Edit: after doing a little research on internet, I found that Math.sin and Math.cos requires radians, which I didn't knew about all this time, bruh][/quote]
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