Original Post
Hi !
these are some triangle vertices :
D3DVECTOR Vec1( 0.0f, 0.0f, 0.0f);
D3DVECTOR Vec2( 1.0f,-1.0f, 0.0f);
D3DVECTOR Vec3(-1.0f,-1.0f, 0.0f);
now , how can i avoid that when i rotate this triangle lets say , aroud the z -axis , the triangle will not rotate around the world origin??
i want it to be rotated around the local origin.
why when i change Vec1 to D3DVECTOR Vec1( 0.0f, 1.0f, 0.0f); , it is rotated around the local origin?
Thanks a lot!.
Posted By Xeno.
Kobe Bryant - "Just believe in yourself"