temp.tilt = 0; temp.roll = 0; temp.pan = -my.pan; vec_rotate(normal, temp); temp.tilt = -asin(normal.x); temp.roll = -asin(normal.y); my.tilt += 0.1 * ang(temp.tilt - my.tilt); // play with 0.1 my.roll += 0.1 * ang(temp.roll - my.roll); // play with 0.1
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