James, are you not applying the rotation universally to all coordinates? If so,
you are better off pre-calculating your directional sines and cosines.
For example:
TH: REAL; {ROTATIONS (in degrees) AROUND Z-AXIS BY theta, LEFTRIGHT-> turn
its back to us}
PHI: REAL; {ROTATIONS (in degrees) AROU
Thank you for the help and suggestions with this. After playing with the
suggested formulas I was able to figure out how they work... The solution to
this is probably somewhere but I ended up just doing it myself.
I realized that Thomas' formula
var H1 = (Y - X) * 0.86602 + ScreenOrgin_H; var