here we go:

ANGLE test;

function EvilSOB ()
{
var vectot_test [3];
vec_set (vectot_test,vector (10,10,10));
vec_rotate (vectot_test, vector(0,0,0)); // rotation angles change here
vec_to_angle (test,vectot_test);
}

just put the angle test as "watched" variable, you can see that the angles of this vector is (45,35.26,0), this is 100% right

Now let us rotate it another 45 pan:
the result is (90,35.26,0), this is 100% right too laugh

NOW, let us rotate it 30 pan and 10 tilt just change the rotation angles to 30,10,0 in the code
the result is: 81,42,0 this is totally wrong!
the right values are (75,45.26,0)

NOW, let us rotate it 10 tilt just change the rotation angles to 0,10,0 in the code
the result is: 51,42,0 this is totally wrong!
the right values are (45,45.26,0)

So, the calculations of tilt are affecting the pan and vice versa






Last edited by SeaCancer; 03/15/12 14:57.