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# OpenGL drawing an arrow in opengl

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Ok, i have two points in space, i get the vector direction (l,m,n) i want to draw a little arrow , but i don''t want to rotate a orthogonal vector using a quaternion , i would like to simply draw an arrow in 3d given two points, i have tried a lot of geometric formulas, axis of a segment and so on , but it didn''t come as i want , anyone knows / has code to do it ? thanks in advance

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Say: A = [x1, y1, z1] (start)
and B = [x2, y2, z2] (end)
and C = [x3, y3, z3] (arrow tip at one side)
and D = [x4, y4, z4] (tip at the other side)

if((z1-z2) != 0)
{
first we make a normal vector:
x3 = 1
y3 = 1
z3 = (-(x1-x2)-(y1-y2))/(z1-z2)

adjusting the distance from the arrow axsis to one fourth of the arrows lenght:
adj = sqrt((x1-x2)^2 + (y1-y2)^2 + (z1-z2)^2)) / (4 * sqrt((x3^2)+(y3^2)+(z3^2)));

setting the other side:
x4 = -x3
y4 = -y3
z4 = -z3

gettin the point:
x3 = x1 + (3/4)*(x1-x2) + x3
y3 = y1 + (3/4)*(y1-y2) + y3
z3 = z1 + (3/4)*(z1-z2) + z3

x4 = x1 + (3/4)*(x1-x2) + x4
y4 = y1 + (3/4)*(y1-y2) + y4
z4 = z1 + (3/4)*(z1-z2) + z4
}

OK, I didnt doublecheck this, but the clue is the "first we make a normal vector:" -section, the rest is fairly straight out. Oh and if you use float or double values, they rarely become zero, but if (z1-z2) should happen to be zero, then find the normal setting z3 = 1, y3 = 1, and x3 = (-(y1-y2)-(z1-z2))/(x1-x2), that should work work aswell, and if (x1-x2) also is zero, just base it on y the same way.
Well, as I said, I didnt double check this, but I know it works, there might be simpler ways also, be sure to tell me if I made some stupid mistakes hehe

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