Original Post
I have a post running in the openGL forum, but i think maybe the math forum is a better place to try and get some questions answered. I have a point in cartesian coordinates... ( 0.0, 0.0, 5.0 ) x, y, z I need to convert it to Spherical Cordinates, then be able to rotate the point in the XY plane around the Z axis, Given an angle to rotate about. Then convert back to Cartesian coordinates again. Here is what i'm doing and it seems to be wrong. cX = 0.0 cY = 0.0 cZ = 5.0 i have a variable for theta, phi, and radius this is my calculation to convert to spherical Cordinates... radius = sqrt(cX^2 + cY^2 + cZ^2) theta = acos(cX / radius) phi = acos( cX / radius * sin(theta)) then i convert theta and phi to degrees then i convert back to Cartesian, and it doens't even get me close to the coordinates i passed in, using this cX = radius * sin(phi) * cos(theta) cY = radius * sin(phi) * sin(theta) cZ = radius * cos(phi) i without the first part working i can't figure out how to translate the point in spherical coordinates. Im stuck, and do not understand much about Cartesian to spherical coordinate systems. Any light someon can shed on what im doing right will help great amounts.