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#Actualilreh

Posted 03 June 2014 - 02:47 PM

You need to multiply the line points with the rotation matrix. You can get the current matrix with glGetFloatv and store it into an array. I'm not quite sure how to get only the rotation matrix but you could try storing the current matrix and calling glLoadIdentity before the rotation (resets the matrix). If you know the angle you could easily do this using basic math, without gl.


#1ilreh

Posted 03 June 2014 - 02:46 PM

You need to multiply the line points with the rotation matrix. You can get the current matrix with glGetFloatv and store it into an array. I'm not quite sure how to get only the rotation matrix but you could try calling glLoadIdentity before the rotation (resets the matrix). If you know the angle you could easily do this using basic math, without gl.


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