well all of that is very nice, but looks rather looming and difficult at the present time. I'm going to be digging into it, but my original post was just for some help making a function that will rotate an array of verticies. like, for example, i have some verticies for a cube just like this:
Code:
// Front Face
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
// Back Face
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
// Right Face
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
but i simply have the verticies in vectors, like this :
Code:
// Front Face
glVertex3f(xvertex[0], yvertex[0], zvertex[0]);
glVertex3f(xvertex[1], yvertex[1], zvertex[1]);
glVertex3f(xvertex[2], yvertex[2], zvertex[2]);
glVertex3f(xvertex[3], yvertex[3], zvertex[3]);
// Back Face
glVertex3f(xvertex[4], yvertex[4], zvertex[4]);
glVertex3f(xvertex[5], yvertex[5], zvertex[5]);
glVertex3f(xvertex[6], yvertex[6], zvertex[6]);
glVertex3f(xvertex[7], yvertex[7], zvertex[7]);
// Top Face
glVertex3f(xvertex[8], yvertex[8], zvertex[8]);
glVertex3f(xvertex[9], yvertex[9], zvertex[9]);
glVertex3f(xvertex[10], yvertex[10], zvertex[10]);
glVertex3f(xvertex[11], yvertex[11], zvertex[11]);
// Bottom Face
glVertex3f(xvertex[12], yvertex[12], zvertex[12]);
glVertex3f(xvertex[13], yvertex[13], zvertex[13]);
glVertex3f(xvertex[14], yvertex[14], zvertex[14]);
glVertex3f(xvertex[15], yvertex[15], zvertex[15]);
// Right Face
glVertex3f(xvertex[16], yvertex[16], zvertex[16]);
glVertex3f(xvertex[17], yvertex[17], zvertex[17]);
glVertex3f(xvertex[18], yvertex[18], zvertex[18]);
glVertex3f(xvertex[19], yvertex[19], zvertex[19]);
// Left Face
glVertex3f(xvertex[20], yvertex[20], zvertex[20]);
glVertex3f(xvertex[21], yvertex[21], zvertex[21]);
glVertex3f(xvertex[22], yvertex[22], zvertex[22]);
glVertex3f(xvertex[23], yvertex[23], zvertex[23]);
i just am having problem coming up with a function that will rotate that set of verticies (or any set of vertices) relative to the x, y, and z axes, and replace the verticies' current values. I think it just boils down to trig, which isn't something i have a problem with, but I'm just having a total brain block as to how it'd be done.