I need some clarification about glRotatef function. I have a rectangular plane with normal ax + by + cz = 0;
I would like to rotate it to align along (0, 1, 0) i.e. Y-axis.
I can find the in-between angle by dot product. Suppose the angle is theta in degree. Now how can I use glRotatef function to rotate the plane so that the new normal to the plane is along (0, 1, 0) vector; Is the following ok?
glRotatef( - theta, a, b, c);
If not, what will be the correct version?
A simple question on rotation
Started by yasmin_bd, Jan 24 2013 01:32 PM
4 replies to this topic
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Posted 24 January 2013 - 01:32 PM
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Posted 25 January 2013 - 05:02 PM
I understand how to convert from axis angle to matrix from wiki.http://en.wikipedia.org/wiki/Rotation_matrix






