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  • Iterate through a DataTable to find elements in a List object?

    - by Darth Continent
    As I iterate through a DataTable object, I need to check each of its DataRow objects against the items in a generic string List. I found a blog post using the List's Find method along with a delegate, but whereas that example has a separate class (Person), I'm attempting something like the following using an instance of the string object: // My definition of the List object. List<string> lstAccountNumbers = new List<string>(); ... // I populate the List via its Add method. ... foreach (DataRow drCurrentRow in dtMyDataTable.Rows) { if (lstAccounts.Find(delegate(string sAccountNumber) { return sAccountNumber == drCurrentRow["AccountNumber"]; }) { Found_DoSomething(); } else { NotFound_DoSomethingElse(); } } However, with this syntax I'm receiving "Cannot implicitly convert type 'string' to 'bool'" for the if block. Could someone please clarify what I'm doing wrong and how best to accomplish what I'm trying to do?

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  • How VerticalOffset changes when Scrollable height changes while having list inside a list

    - by Prakash
    I am making a WP7 app which has a Listbox of UserControls. Each UserControl has an ItemsControl and Button(for getting more results). On click of the button the ItemsControl items will be increased by 5 or 10. Now on clicking on the GetMore button of any of the usercontrols except the first or last, there will be an increase in Scrollable height(Total height of the listbox) of the ListBox but the VerticalOffset(position of scrollbar from top) of the ListBox remains same. Now the problem I am facing is that the Vertical Offset is not absolute but relative to Scrollable Height. So the content being viewed till then will be changed basing on the new value of ScollableHeight. I want to know the relation between them, so that I can do some math and set the VerticalOffset value. I have added some dependency properties on VerticalOffset and ScrollableHeight through which I can get the events when any of them is changed. Also trying to use them to readjust the VerticalOffset. Any suggestions or corrections are highly appreciated.

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  • ODBC Linked server in sql 2005 doesn’t work from remote box

    - by mhj96813
    I have a dev workstation with sql 2005 installed and in it I created a linked server to a odbc connection to a clarion database. I can run select statements against it inside sql Mgt studio. When I take a second workstation and connect to the sql on the first box using sql mgt studio, then try the exact same query I get OLE DB provider "MSDASQL" for linked server "liveclarion" returned message "[SoftVelocity Inc.][TopSpeed ODBC Driver][ISAM]ISAM Table Not Found". Any thoughts? It appears to have the same functionality on a second sql server. No remote sql mgt studio connect success in queries against my linked ODBC clarion DB. All done with windows authentication and the same AD user.

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  • List View Selected Index Changed in a multi-selectable list view

    - by Anton Indrawan
    I have a windows form with a listview control. I set the MultiSelect property to true and I added a selected_index changed event. I get the event fired when I click the same index as the current selected index. My expectation is that I will not get the event fired. The strange thing is that the event fired 1 second after I click the index. I appreciate for any reply to explain why this is happening.

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  • Why I get UnsupportedOperationException when trying to remove from the List?

    - by Pentium10
    I have this code: public static String SelectRandomFromTemplate(String template,int count) { String[] split = template.split("|"); List<String> list=Arrays.asList(split); Random r = new Random(); while (list.size()>count) { list.remove(r.nextInt(list.size())); } return StringUtils.join(list, ", "); } I get this: 06-03 15:05:29.614: ERROR/AndroidRuntime(7737): java.lang.UnsupportedOperationException 06-03 15:05:29.614: ERROR/AndroidRuntime(7737): at java.util.AbstractList.remove(AbstractList.java:645) How would be this the correct way? Java.15

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  • How can I identify an element from a list within another list

    - by Alex
    I have been trying to make a block of code that finds the index of the largest bid for each item. Then I was going to use the index as a way to identify the person who paid that much moneys name. However no matter what i try I can't link the person and what they have gained from the auction together. Here is the code I have been writing: It has to be able to work with any information inputted def sealedBids(): n = int(input('\nHow many people are in the group? ')) z = 0 g = [] s = [] b = [] f = [] w = []#goes by number of items q = [] while z < n: b.append([]) z = z + 1 z = 0 while z < n: g.append(input('Enter a bidders name: ')) z = z + 1 z = 0 i = int(input('How many items are being bid on?')) while z < i: s.append(input('Enter the name of an item: ')) w.append(z) z = z + 1 z = 0 for j in range(n):#specifies which persons bids your taking for k in range(i):#specifies which item is being bid on b[j].append(int(input('How much money has {0} bid on the {1}? '.format(g[j], s[k])))) print(' ') for j in range(n):#calculates fair share f.append(sum(b[j])/n) for j in range(i):#identifies which quantity of money was the largest for each item for k in range(n): if w[j] < b[k][j]: w[j] = b[k][j] q.append(k) any advice is much appreciated.

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  • Understanding linear linked list

    - by ArtWorkAD
    Hi, I have some problems understanding the linear linked list data structure. This is how I define a list element: class Node{ Object data; Node link; public Node(Object pData, Node pLink){ this.data = pData; this.link = pLink; } } To keep it simple we say that a list are linked nodes so we do not need to define a class list (recursion principle). My problem is that I am really confused in understanding how nodes are connected, more precisely the sequence of the nodes when we connect them. Node n1 = new Node(new Integer(2), null); Node n2 = new Node(new Integer(1), n1); What is link? Is it the previous or the next element? Any other suggestions to help me understanding this data structure?

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  • Returning a list in this recursive coi function in python.

    - by Nate
    Hello. I'm having trouble getting my list to return in my code. Instead of returning the list, it keeps returning None, but if I replace the return with print in the elif statement, it prints the list just fine. How can I repair this? def makeChange2(amount, coinDenomination, listofcoins = None): #makes a list of coins from an amount given by using a greedy algorithm coinDenomination.sort() #reverse the list to make the largest position 0 at all times coinDenomination.reverse() #assigns list if listofcoins is None: listofcoins = [] if amount >= coinDenomination[0]: listofcoins = listofcoins + [coinDenomination[0]] makeChange2((amount - coinDenomination[0]), coinDenomination, listofcoins) elif amount == 0: return listofcoins else: makeChange2(amount, coinDenomination[1:], listofcoins)

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  • Explaining the difference between OData & RDF by way of analogy

    - by jamiet
    A couple of months back I wrote a blog post entitled Microsoft, OData and RDF where I gave a high level view of the OData protocol and how it compares to RDF. I talked about linked data, triples and such like which may have been somewhat useful however jargon-heavy. Earlier today Dr Michael Hausenblas (blog | twitter) offered an analogy which I think is probably more useful and with Michael's permission I'm re-posting it here:Imagine a Web (a Web of Documents, if you wish), which is not based on HTML and hyperlinks, but on MS Word documents. The documents are all available on the Internet, so you can download them and consume the content. But after you’re done with a certain document that talks about a book, how do you learn more about it? For example, reviews about the book or where you can purchase it? Maybe the original document mentions that there is some more related information on another server. So you’d need to go there and look for the related bit of information yourself. You see? That’s what the Web is great at – you just click on a hyperlink and it takes you to the document (or section) you’re interested in. All the legwork is taken care of for you through HTML, URIs and HTTP.Hm, right, but how is this related to OData? Well, OData feels a bit like the above mentioned scenario, just concerning data. Of course you – well actually rather a software program I guess – can consume it (a single source), but that’s it.from Oh – it is data on the Web by Michael Hausenblas I believe that OData has loads of use cases but its important to understand its limitations as well and I think Michael has done a good job of explaining those limitations.@Jamiet   Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Another VSeWSS Error Resolved (List Template not installed on Farm)

    - by Damon
    Ran into a minor snag today trying to deploy a project with VSeWSS 1.3 - during the deployment it gave me the following error: Error    32    VSeWSS Service Error: Feature '2ade6552-200e-4425-8af5-f1f50c115b7e' for list template '10001' is not installed in this farm.  The operation could not be completed. At first glance, it looked my features were not installing in the correct order because the solution was installing a list that required a custom list definition before the custom list definition was being installed.  After switching the order in the WSP view (View -> Other Windows -> WSP View) -- you can use the up and down arrows on the view pane to switch feature installation order - I had the same error. I decided to try deleting the list, but upon visiting the list in the web interface I received a similar error about how the feature was not installed on the farm.  As such, I could not delete the list through the web interface.  Fortunately, the stsadm.exe tool worked just fine: stsadm.exe -o forcedeletelist -url <urltolisthere>

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  • How to reset a List c# and XNA [on hold]

    - by P3erfect
    I need to do a "retry" option when the player finishes the game.For doing this I thought to reset the lists of Monsters and other objects that moved at the first playing or which have been "killed".for example I have a list like that: //the enemy1 class is already done // in Game1 I declare it List<enemy1> enem1 = new List<enemy1>(); //Initialize method List<enemy1> enem1 = new List<enemy1>(); //LoadContent foreach (enemy1 enemy in enem1) { enemy.Load(Content); } enem1.Add(new enemy1(Content.Load<Texture2D>("enemy"), new Vector2(5900, 12600))); //Update foreach (enemy1 enemy in enem1) { enemy.Update(gameTime); } //after being shoted the enemies disappear and i remove them //if the monsters are shoted the bool "visible" goes from false to true for (int i = enem1.Count - 1; i >= 0; --i) { if (enem1[i].visible == true) enem1.RemoveAt(i); } //Draw foreach (enemy1 enemy in enem1) { if(enemy.visble==false) { enemy.Draw(spriteBatch, gameTime); } } //So my problem is to restart the game. I did this in Update method if(lost==false) { //update all the things... } if(lost==true)//this is if I die { //here I have to put the code that restore the list //I tried: foreach (enemy1 enemy in enem1) { enemy.visible=false; } player.life=3;//initializing the player,points,time player.position=initialPosition; points=0; time=0; }//the player works.. } } they should be drawn again but if I removed them they won't be drawn anymore.If I don't remove them ,instead, the enemies are in different places (because they follow me). Any suggestions to restore or reinitialize the list??

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  • Points on lines where the two lines are the closest together

    - by James Bedford
    Hey guys, I'm trying to find the points on two lines where the two lines are the closest. I've implemented the following method (Points and Vectors are as you'd expect, and a Line consists of a Point on the line and a non-normalized direction Vector from that point): void CDClosestPointsOnTwoLines(Line line1, Line line2, Point* closestPoints) { closestPoints[0] = line1.pointOnLine; closestPoints[1] = line2.pointOnLine; Vector d1 = line1.direction; Vector d2 = line2.direction; float a = d1.dot(d1); float b = d1.dot(d2); float e = d2.dot(d2); float d = a*e - b*b; if (d != 0) // If the two lines are not parallel. { Vector r = Vector(line1.pointOnLine) - Vector(line2.pointOnLine); float c = d1.dot(r); float f = d2.dot(r); float s = (b*f - c*e) / d; float t = (a*f - b*c) / d; closestPoints[0] = line1.positionOnLine(s); closestPoints[1] = line2.positionOnLine(t); } else { printf("Lines were parallel.\n"); } } I'm using OpenGL to draw three lines that move around the world, the third of which should be the line that most closely connects the other two lines, the two end points of which are calculated using this function. The problem is that the first point of closestPoints after this function is called will lie on line1, but the second point won't lie on line2, let alone at the closest point on line2! I've checked over the function many times but I can't see where the mistake in my implementation is. I've checked my dot product function, scalar multiplication, subtraction, positionOnLine() etc. etc. So my assumption is that the problem is within this method implementation. If it helps to find the answer, this is function supposed to be an implementation of section 5.1.8 from 'Real-Time Collision Detection' by Christer Ericson. Many thanks for any help!

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  • How to detect 2D line on line collision?

    - by Vish
    I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. For reference this is a similar game to the one I'm making: Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect, I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with/without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance.

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  • Detect line line collision in an Untangled game

    - by Vish
    Pardon me if this is a repeat question,but I've been searching google for vain since the past few days, I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. Similiar game : Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect , I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with / without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance. Vishnu Ajit

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  • View matrix in opengl

    - by user5584
    Hi! Sorry for my clumsy question. But I don't know where I am wrong at creating view matrix. I have the following code: createMatrix(vec4f(xAxis.x, xAxis.y, xAxis.z, dot(xAxis,eye)), vec4f( yAxis.x_, yAxis.y_, yAxis.z_, dot(yAxis,eye)), vec4f(-zAxis.x_, -zAxis.y_, -zAxis.z_, -dot(zAxis,eye)), vec4f(0, 0, 0, 1)); //column1, column2,... I have tried to transpose it, but with no success. I have also tried to use gluLookAt(...) with success. At the reference page, I watched the remarks about the to-be-created matrix, and it seems the same as mine. Where I am wrong?

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  • Transform between two 3d cartesian coordinate systems

    - by Pris
    I'd like to know how to get the rotation matrix for the transformation from one cartesian coordinate system (X,Y,Z) to another one (X',Y',Z'). Both systems are defined with three orthogonal vectors as one would expect. No scaling or translation occurs. I'm using OpenSceneGraph and it offers a Matrix convenience class, if it makes finding the matrix easier: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00403.html.

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  • How to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • How can I calculate a vertex normal for a hard edge?

    - by K.G.
    Here is a picture of a lovely polygon: Circled is a vertex, and numbered are its adjacent faces. I have calculated the normals of those faces as such (not yet normalized, 0-indexed): Vertex 1 normal 0: 0.000000 0.000000 -0.250000 Vertex 1 normal 1: 0.000000 0.000000 -0.250000 Vertex 1 normal 2: -0.250000 0.000000 0.000000 Vertex 1 normal 3: -0.250000 0.000000 0.000000 Vertex 1 normal 4: 0.250000 0.000000 0.000000 What I'm wondering is, how can I determine, taken as given that I want this vertex to represent a hard edge, whether its normal should be the normal of 1/2 or 3/4? My plan after I glanced at the sketch I used to put this together was "Ha! I'll just use whichever two faces have the same normal!" and now I see that there are two sets of two faces for which this is true. Is there a rule I can apply based on the face winding, angle of the adjacent edges, moon phase, coin flip, to consistently choose a normal direction for this box? For the record, all of the other polygons I plan to use will have their normals dictated in Maya, but after encountering this problem, it made me really curious.

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  • Make an object slide around an obstacle

    - by Isaiah
    I have path areas set up in a game I'm making for canvas/html5 and have got it working to keep the player within these areas. I have a function isOut(boundary, x, y) that returns true if the point is outside the boundary. What I do is check only the new position x/y separately with the corresponding old position x/y. Then if each one is out I assign them the past value from the frame before. The old positions are kept in a variable from a closure I made. like this: opos = [x,y];//old position npos = [x,y];//new position if(isOut(bound, npos[0], opos[1])){ npos[0] = opos[0]; //assign it the old x position } if(isOut(bound, opos[0], npos[1])){ npos[1] = opos[1]; //assign it the old y position } It looks nice and works good at certain angles, but if your boundary has diagonal regions it results in jittery motion. What's happening is the y pos exits the area while x doesn't and continues pushing the player to the side, once it has moved the player to the side a bit the player can move forward and then the y exits again and the whole process repeats. Anyone know how I may be able to achieve a smoother slide? I have access to the player's velocity vector, the angle, and the speed(when used with the angle). I can move the play with either angle/speed or x/yvelocities as I've built in backups to translate one to the other if either have been altered manually.

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  • How can I test if a point lies between two parallel lines?

    - by Harold
    In the game I'm designing there is a blast that shoots out from an origin point towards the direction of the mouse. The width of this blast is always going to be the same. Along the bottom of the screen (what's currently) squares move about which should be effected by the blast that the player controls. Currently I am trying to work out a way to discover if the corners of these squares are within the blast's two bounding lines. I thought the best way to do this would be to rotate the corners of the square around an origin point as if the blast were completely horizontal and see if the Y values of the corners were less than or equal to the width of the blast which would mean that they lie within the effected region, but I can't work out

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  • Moving objects colliding when using unalligned collision avoidance (steering)

    - by James Bedford
    I'm having trouble with unaligned collision avoidance for what I think is a rare case. I have set two objects to move towards each other but with a slight offset, so one of the objects is moving slightly upwards, and one of the objects is moving slightly downwards. In my unaligned collision avoidance steering algorithm I'm finding the points on the object's forward line and the other object's forward line where these two lines are the closest. If these closest points are within a collision avoidance distance, and if the distance between them is smaller than the two radii of the two object's bounding spheres, then the objects should steer away in the appropriate direction. The problem is that for my case, the closest points on the lines are calculated to be really far away from the actual collision point. This is because the two forward lines for each object are moving away from each other as the objects pass. The problem is that because of this, no steering takes place, and the two objects partially collide. Does anyone have any suggestions as to how I can correctly calculate the point of collision? Perhaps by somehow taking into account the size of the two objects?

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  • Best way to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • Understanding dot notation

    - by Starkers
    Here's my interpretation of dot notation: a = [2,6] b = [1,4] c = [0,8] a . b . c = (2*6)+(1*4)+(0*8) = 12 + 4 + 0 = 16 What is the significance of 16? Apparently it's a scalar. Am I right in thinking that a scalar is the number we times a unit vector by to get a vector that has a scaled up magnitude but the same direction as the unit vector? So again, what is the relevance of 16? When is it used? It's not the magnitude of all the vectors added up. The magnitude of all of them is calculated as follows: sqrt( ax * ax + ay * ay ) + sqrt( bx * bx + by * by ) + sqrt( cx * cx + cy * cy) sqrt( 2 * 2 + 6 * 6 ) + sqrt( 1 * 1 + 4 * 4 ) + sqrt( 0 * 0 + 8 * 8) sqrt( 4 + 36 ) + sqrt( 1 + 16 ) + sqrt( 0 + 64) sqrt( 40 ) + sqrt( 17 ) + sqrt( 64) 6.3 + 4.1 + 8 10.4 + 8 18.4 So I don't really get this diagram: Attempting with sensible numbers: a = [1,0] b = [4,3] a . b = (1*0) + (4*3) = 0 + 12 = 12 So what exactly is a . b describing here? The magnitude of that vector? Because that isn't right: the 'a.b' vector = [4,0] sqrt( x*x + y*y ) sqrt( 4*4 + 0*0 ) sqrt( 16 + 0 ) 4 So what is 12 describing?

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  • Lerping to a center point while in motion

    - by Fibericon
    I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that: position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius + origin.Y); position.X = (float)(Math.Sin(timeAlive * MathHelper.PiOver4) * radius + origin.X); if (timeAlive < 5) { angle = (float)Math.Atan((0 - position.X) / (0 - position.Y)); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); } That part works just fine. After five seconds of this, I want the enemy to turn inward, facing the center point. However, I've been trying to lerp to that point, since I don't want it to simply jump to the new rotation. Here's my code for trying to do that: else { float newAngle = -1 * (float)Math.Atan((0 - position.X) / (0 - position.Y)); angle = MathHelper.Lerp(angle, newAngle, (float)gameTime.ElapsedGameTime.Milliseconds / 1000); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); } That doesn't work so fine. It seems like it's going to at first, but then it just sort of skips around. How can I achieve what I want here?

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