I'm working on how to make a missile model point the way it's moving. I define the position with a vector and the velocity as a normalized vector that I scale for speed and time. The method that I use to extract the velocity is:The line that moves the missile, which works correctly, is:Code:Missile(float _speed, float _yaw, float _pitch, Vec _pos) { name = "Missile"; speed = _speed; pos = _pos; yaw = _yaw; pitch = _pitch; vel.set(cosf(yaw),sinf(pitch),sinf(yaw)); vel.normalize(); totalTime = 10.0f; modelName = "missile.ms3d"; }Since this works, I know that the velocity vector is at least pointing in the right direction. The problem comes up when I try to render the missile:Code:pos += vel * (dtimef * speed);The 58.6319f's are in there to convert yaw and pitch from radians to degrees, so I think that should be working, except the model points in weird directions. What am I doing wrong?Code:glPushMatrix(); glTranslatef(pos.x,pos.y,pos.z); glRotatef(yaw*58.6319f,0.0f,1.0f,0.0f); glRotatef(pitch*58.6319f,1.0f,0.0f,0.0f); //render the model glPopMatrix();