Original Post
I posted this question before, but I constructed it in the wrong way, which misleaded a lot of people. I''ll try to rephrase it so it will be easier to understand.
I define an orientation of a model in the world using a vector and an angle around it (angle-axis).
I am applying vector-angle transformation v1 to the model.
Then I am applying a different vector-angle transformation v2 to the model.
Is there a way for me to get v1 and v2 combined, meaning the new angle-axes of this model?
The opengl anology of this is the following:
glRotate(v2.a, v2.x, v2.y, v2.z);
glRotate(v1.a, v1.x, v1.y, v1.z);
How do I get v3, the result of the previous two transformations?
Thanks.