Rotations are the domain of OpenGL, and those are in degrees, following the right-hand rule (in this case the one where you make a thumbs-up and your thumb is the axis and your other fingers are the curve direction). All the Java trig functions are in radians.Prototype wrote:I could try and make it less detailed if you want, perhaps just a duck coloured block.fr0stbyte124 wrote:That is a fantastic duck model. I'm not sure we have a high enough polygon budget, though.
News update on the model, I've sorted some guns out wo a few simple blocks, but I don't like them so I am going to try using triangular prisms instead of cuboids, it'll be more annoying to make but will look better.
Also I still cannot work out what system the rotation operates on, does java normally use degrees or radians or something totally weird.
Make sure, however, that you are applying transformations in the correct order, or you will get unexpected results. I find trial and error works best for me.

In vanilla Minecraft, cubes are made of polygons, and lots of them. A ridiculous amount of them, in fact. The new graphics have some legitimate raycasting going on, so blocks != polygons, but there are still polygons involved because shaders really like polygons.Commander Error wrote:This is Minecraft. We don't get polygons, we get cubes.