Original Post
If i have 3 rotations: glRotatef(x,1.0f,0.0f,0.0f); glRotatef(y,0.0f,1.0f,0.0f); glRotatef(z,0.0f,0.0f,1.0f); Object(); 1.step x=90; 2.step z=90; but it wont be z-rotation because z axis is rotated by the first one. I save perspective with glPushMatrix() do glLoadidentity and recall it with glPopMatrix() but still it contains my first rotation.How to clean matrix after glPushMatrix and before glPopmatrix so it contains no rotation but contains perspective that i can recall. In fact i want to do a real z rotation after x rotation. Thanks!