LWJGL glRotatef() without rotating axes?
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Brandon oubiub
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Published on 2011-06-28T08:15:02Z
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2011/06/28
8:31 UTC
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Okay so, I noticed when you rotate around an axis, say you do this:
glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
That will rotate things 90 degrees around the x-axis. However, it also sort of rotates the y and z axes as well. So now the y-axis is pointing in and out of the screen, instead of up and down. So when I try to do stuff like this:
glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
glRotatef(whatever, 0.0f, 1.0f, 0.0f);
glRotatef(whatever2, 0.0f, 0.0f, 1.0f);
The rotations around the y and z-axes end up not how I want them. I was wondering if there is any way I can sort of rotate just the axes back to their initial position after using glRotatef(), without rotating the object back. Or something like that, just so that when I rotate around the y-axis, it rotates around a vertical axis.
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