Quote:
Originally Posted by Andy Colebourne
I had this problem a long time ago. As you've discovered, using the trig will give you non 0360 deg values. You'd need to work out the quadrants you are in. You'll also need to assume a default 'up' direction too. It's all a bit nasty.
How about a different method like maintaining your angles and generating a matrix when you need it? Or perhaps using gluLookAt? (you can always read stuff back out of the opengl matrix)
Andy

Can you elaborate on any of these? I'd sure appreciate it.
Thanks,
Brian