Hmmmmm.........
glRotatef(45, 0,1,0);
glTranslatef(-1,0,0);
glTranslatef(1,0,0);
glBegin(/*******/);
.
.
glEnd();
this ***might*** work.
In a message dated 9/18/04 7:22:03 AM, email@hidden writes:
>Hi,
>I would like to rotate an object on "its own" local axes.
>If I rotate it on a single axis, it's ok.
>But if I rotate it on 2 axes, let's say firstly on the "y" then on the
>"x"
>axes, the object doesn't rotate properly on the axis "x". The rotation
>on
>the "x" axis happens like the "x" axes is still on its original position.
>Isntead the x axis should be rotated by the y rotation.
>So the object is not horizontal anymore. And this is wrong.
>How can I fix this problem?
>
>Currently I do:
>---------------
> glLoadIdentity();
> glRotatef(xrot, 1.0f, 0.0f, 0.0f);
> glRotatef(yrot, 0.0f, 1.0f, 0.0f);
> glRotatef(zrot, 0.0f, 0.0f, 1.0f);
Or you can do VERY hard math stuff and get the same result.
BinarySpike
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