rotate

  1. A

    Rotation: Convertion between Quaternion and 3D Angles

    I noticed that using these Opcodes gives inaccurate rotation values: // Objects: no opcode to get X and Y rotation values 0176: 13@ = object 0@ Z_angle // // Vehicles 077D: 1@ = car 0@ x_angle 06BE: 2@ = car 0@ y_angle 0174: 3@ = car 0@ Z_angle // Luckily, there are Quaternion...
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