I am trying to translate an object in world space after rotating it at the origin. The problem is, after I rotate an object while it's at the origin, its local coordinate system rotates as well, so its axes are not parallel with the world coordinate axes anymore. So, for example, if I needed to translate an object to the point (3, 0, 5) after rotating the object around the y-axis, I would not be able to do this since the object's local coordinate system isn't the same as the world coordinate system. For example:
Code :glRotatef(45, 0.0, 1.0, 0.0); glTranslatef(3.0, 0.0, 5.0); glutSolidCube(1); // This won't be at (3,0,5) like how I need it
How can I overcome this?