Original Post
Hello All, I am newto OpenGl and have been refering to The Red Book... for a few days. The book says that you can either view al transformations by taking coordinate axes as fixed or in terms of local coordinate system( tied to a rendered object). Question 1. : the glLoadIdentity maps a window to a [-1,+1] scale ( for each X,Y and Z). Now if I perfrom following glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushMatrix(); glRotatef(90.0 , 0.0 ,1.0 , 0.0) ; //Rotation around Y axis , anticlockwise, Will my -X (negative X axis) take on the position of +Z axis and + Z axis replaces +X axis and +X axis replace -Z axis ??? Question 2: My second question reuires the answer of Ques 1 because I am aiming to construct an external control mesh , housing the object. The object I am taking is a cube such that the origin of the axes lie at the centroid of the cube. I am planning to contruct the external control mesh by asking user to mark points near to object , so that the points becomes lines( when I rotate the object). Problem is: At default Y axis is up-down, X is sideways and Z is front-back. When I do anticlockwise rotation across Z and mark point (by calling glVertex3f), the line so drawn is not horizontal but vertical . Any suggestions on my queries? I will post the code also , but need to get a suggestion first. Thanks in advance.