On Mon, Nov 10, 2008 at 5:56 AM, Graham Cox <[EMAIL PROTECTED]> wrote:
> Yet you need to do this all the time if you do rotation of anything at all.
> Rotation around the origin is almost never in itself useful.

Eh, I beg to differ.  Rotation about the origin is one of the most
common operations in 3D graphics, since you typically treat the origin
as model space and just do one final translation to get your models
into world space.  This is essentially what OpenGL does when you build
your model and world transformation stacks.

--Kyle Sluder
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