x1,x2,x3 ---> viewvector

y1,y2,y3 ---> crossproduct1 of viewv.

z1,z2,z3 ---> crossproduct2 of viewv.

how can i set an objects rotation to this new rotation matrix?

i have a halfbaked solution with rotateXYZ that computes angles, but i guess it should be possible to override the rotation matrix somehow, wich would be much nicer.

thanks for help in advance. ]]>

x1,x2,x3 ---> viewvector

y1,y2,y3 ---> crossproduct1 of viewv.

z1,z2,z3 ---> crossproduct2 of viewv.

how can i set an objects rotation to this new rotation matrix?

i have a halfbaked solution with rotateXYZ that computes angles, but i guess it should be possible to override the rotation matrix somehow, wich would be much nicer.

thanks for help in advance. ]]>

and that it looks like this

http://wiki.delphigl.com/index.php/Matrix#Aufbau_einer_OpenGL-Matrix

| 0 4 8 12 |

| 1 5 9 13 |

| 2 6 10 14 |

| 3 7 11 15 |

+- -+

where (i guess...)

0 = front X

1 = front Y

2 = front Z

3 = 0

4 = right X

5 = right Y

6 = right Z

7 = 0

8 = up X

9 = up Y

10 = up Z

11 = 0

12 = pos X

13 = pos Y

14 = pos Z

15 = 1

but i still dont have any idea how to patch it...

i hope someone can help me

somebody from OGL forum sent me this code

var Matrix: array[0..3] of array[0..3] of single;

begin

glPushMatrix;

Matrix:= [ [ Right.x, Right.y, Right.z, 0],

[ Up.x, Up.y, Up.z, 0],

[ Front.x, Front.y, Front.z, 0],

[ 0, 0, 0, 1] ];

InvertMatrix(Matrix);

glMultMatrixf(@Matrix);

//Billboards zeichnen;

glPopMatrix;

end;

GEMglPushMatrix exists, but i dont get a second inlet to feed it the matrix

and i have no idea how to do it.

Any ideas?