Thanks Ricky,

but I'm not sure if that's what I'm after. That looks like normal object rotation, but I'm trying to make a direction vector. The example given in a previous post did something like this:

```
CreateRay(Ray* dst,Real x,Real y)
{
CameraMatrix = MyCam->GetMg();
Vector H = CameraMatrix.v1;
Vector V = CameraMatrix.v2;
Vector A = CameraMatrix.v3;
Vector direction_vector = H + V + A;
// how do I "add" 4.5° yaw to the direction_vector?
// similarly for pitch
dst->v = direction_vector;
dst->p = CameraMatrix.off;
}
```

How do I "add" 4.5 degrees to the yaw with something like this (taking into account the camera's rotation as well)? I'd like to see the math so I can play around with that.

If it's easier, think of it like this - I'm trying to create the standard camera ray without any lens effects (trying to keep it simple). How is the standard camera ray done?

WP.