i know there are built in functions that do certain rotations
for you in opengl like glrotate but for the rest,i have to comeup
with my own matrix.
now im having fun with opengl and its API ,it is very straight
forward and with practice its like any other API,
and im okay with 3d math concept,but there is this rotation part
that is stalling me.
i know the formula and so on but i need to know step
by step ,as how they get to for instance,
1 0 0 0
0 cos@ -sin@ 0
0 sin@ cos@ 0
0 0 0 1
ive searched the web for tutorials and find most of them
just jump in with numbers and no diagram(drawing)
as to explain step by step, the procedure to come up with your own rotation matrix.
can anyone show me to one of these or better yet ,do a
tutorial like thread to explain this to me .because this is the only
part i have a hard time grasping.
by the way:
am i correct to say in order to do the rotation i must first adjust the location of the vector to be at the origin of the coordinate frame
and then rotate and then translate back to the old location on
the frame? is there a matrix that rotates one vector around another line(not the axis)?