For the finished version of this... Nope, the planets will not be perfect spheres. I currrently disabled my "random planet generator" code for testing while I learn how to get these rotations right. Planets will look more like this:
http://www.youtube.com/watch?v=m8meN7xX7-Y
random planet generator (and shader) working in this video.

But for vehicle angles I will probably not take into account the real surface normals. Just the distance from center and treat it as a sphere (seems waay to commplicated for what I need).
I might consider it though, but after I get how this movement works into my brain for simple spheres.

Off-topic:
The planet gerator works fine but the shader causes random crashes. After getting this movement thing to work I was going to send you a pm about the shader since it is based on the "random terrain shader" we worked on.


Back on topic:
Jibb I read those two threads but am still a little confused with the function...
alignToVec(ANGLE* entAng, VECTOR* vec, VECTOR* axis, var factor)

as an example with my current problem, what data would I put into that function?

entAng= vector(desired_pan,0,0) ?
vec= vec_sub(vehicle.x,planet.x) ?
axis= vector(0,0,1) ?
factor= 1 ?

Did I understand this correctly?


"The more you know, the more you realize how little you know..."

I <3 HORUS
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=401929&page=1