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# OpenGL Vector back to glrotate question

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Hello @ All,

i got an working 3 Vector rotation system (X;Y;Z) for an space sim game,

but now i want to set the rotation in opengl for the objects(and later the camera)

orientate the object to the z orientation vector is very easy with this formula:

//vx,vy,vz holds the Z vector

float wi_r1=get_winkel(vx,vz); //get angle of vx,vz)
float wi_r2=get_winkel( get_entf_2d(vx,vz),vy ); //get angle of distance (vx,vz)/vy

gl.glRotatef(wi_r1, 0, 1, 0);
gl.glRotatef(wi_r2+90, 1, 0, 0);

this is working absolutly perfect

but my problem is the roll
gl.glRotatef(roll, 0, 0, 1);

how do i calculate an float value from the Vx/Vy/Vz vectors the setup for the opengl

[size="6"]**UPDATE**

the glulookat function set up my camera 100% correct (even with roll by giving the up vector)

now i only need the same thing to the painted objects

[size="4"]//camera

gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();

glu.gluPerspective( pvi, asp, near,far );
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();

gl.glTranslatef(0,0,camera_distance);

glu.gluLookAt(vector[0],vector[1],vector[2], // origin the Z Vector
0,0,0, //targeting the zero origin
vector[6],vector[7],vector[8]); //up vector (Y)

...

and here i need the same like the glulookat do...

gl.glPushMatrix();
texture[9].bind();

// rotate to vetctors
gl.glCallList(2005);
gl.glPopMatrix();

much greetings

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