my rotation with the z axis is flat!

Hi!
I have a project to do. I load a file of polygons with x,y and z points. I have to translate/rotate in the 3 axis. When I translate with z, it doesn’t look like it going closer or further (the graphic disappears and reappears). Also, when I rotate, the graphic is sometimes flat (a simple line). I am sure it has something to do when I create the window. I would appreciate any feedback (I am here to learn from you!)
The following is my code:

#include “package.h” // glut, math, stdio…

typedef struct // Structure For 3D Points
{
float x, y, z, vx, vy, vz; // X, Y & Z Points
} VERTEX; // Called VERTEX

typedef struct // Structure For An Object
{
int verts; // Number Of Vertices For The Object
float cR, cG, cB; // RGB color
VERTEX *p; // One Vertice (Vertex x,y,z, vx, vy & vz)
} OBJECT;

static int iChoice, nbPOLY, totalPOLY;
static int FKey=0, nbDraw;
static int nbGroup,nbPolygon,nbVertice, indexColor;
static float tx,ty,tz,tvx,tvy,tvz,tcR,tcG,tcB;
static float min, max, coef;
static float xrot,yrot,zrot, // X, Y & Z Rotation
cx=0,cy=0,cz=0; // X, Y & Z Position
OBJECT POLY[6000]; // Create an Array of OBJECT
bool loaded[7];

void objallocate(OBJECT k,int n) // Allocate Memory For Each Object
{ // And Defines points
k->p=(VERTEX
)malloc(sizeof(VERTEX)*n); // Sets points Equal To VERTEX * Number Of Vertices
}// objallocate // (3 Points For Each Vertice)

void objfree(OBJECT *k) // Frees The Object (Releasing The Memory)
{
free(k->p); // Frees Points
}// objfree

void updatePOLY(int opt,OBJECT *k, int loop){
switch(opt){
case 0:
k->verts=nbVertice;
objallocate(k,nbVertice); // Jumps To Code That Allocates Ram To Hold The Object
break;
case 1:
k->p[loop].x=tx;
k->p[loop].y=ty;
k->p[loop].z=tz;
k->p[loop].vx=tvx;
k->p[loop].vy=tvy;
k->p[loop].vz=tvz;
break;
}// switch
}// updatePOLY

void Draw(OBJECT k){
for (int i=0; i<k->verts; i++)
{
glVertex3f((k->p[i].x
coef)+cx, (k->p[i].ycoef)+cy, (k->p[i].ycoef)+cz);
}// for

}// Draw

void readstr(FILE *f,char *string) // Reads A String From File (f)
{
do
{
fgets(string, 255, f); // Gets A String Of 255 Chars Max From f (File)
} while ((string[0] == ‘/’) | | (string[0] == ’
'));
return;
}// readstr

void loadfile(char *name){
for (int i=0; i<nbPOLY; i++)
objfree(&POLY[i]); // FREE RAM
FILE *filein; // Filename To Open
char oneline[255];
nbGroup=0; nbPolygon=0; nbVertice=0; indexColor=0; // Reset values
tx=0; ty=0; tz=0; tvx=0; tvy=0; tvz=0; tcR=0; tcG=0; tcB=0;
totalPOLY=0; min=0; max=0; nbPOLY=0; nbDraw=0;

filein = fopen(name, "rt");							// Opens The File For Reading Text In Translated Mode

readstr(filein,oneline);							// Read the c
readstr(filein,oneline);
sscanf(oneline, "%i", &nbGroup);					// Number of Groups
//cout&lt;&lt;"Number of Groups --&gt; "&lt;&lt;nbGroup&lt;&lt;"

";

for (int a=0;a&lt;nbGroup;a++)								
{
	readstr(filein,oneline);
	sscanf(oneline, "%i", &nbPolygon);				// Number of Polygons
	//cout&lt;&lt;"Number of Polygons --&gt; "&lt;&lt;nbPolygon&lt;&lt;"

";
totalPOLY+=nbPolygon;
for (int b=0; b<nbPolygon; b++)
{
readstr(filein,oneline);
sscanf(oneline, “%i”, &nbVertice); // Number of Vertices
//cout<<"Number of Vertices --> “<<nbVertice<<”
";
updatePOLY(0, &POLY[nbPOLY],0);

		for (int c=0; c&lt;nbVertice; c++)
		{
			readstr(filein,oneline);
			sscanf(oneline, "%f %f %f %f %f %f", &tx, &ty, &tz, &tvx, &tvy, &tvz);// Points
			//cout&lt;&lt;"6 points --&gt; "&lt;&lt;tx&lt;&lt;" "&lt;&lt;ty&lt;&lt;" "&lt;&lt;tz&lt;&lt;" "&lt;&lt;tvx&lt;&lt;" "&lt;&lt;tvy&lt;&lt;" "&lt;&lt;tvz&lt;&lt;" "&lt;&lt;"

";
updatePOLY(1, &POLY[nbPOLY], c);
if (tx>max) max=tx;
if (ty>max) max=ty;
if (tx<min) min=tx;
if (ty<min) min=ty;

		}// for nbVertice
		nbPOLY++; // Increment the array 
	}// for nbPolygon

	readstr(filein,oneline);// Color
	sscanf(oneline, "%f %f %f", &tcR, &tcG, &tcB);
	//cout&lt;&lt;"Color R G B --&gt; "&lt;&lt;tcR&lt;&lt;" "&lt;&lt;tcG&lt;&lt;" "&lt;&lt;tcB&lt;&lt;"

";
for (int d=indexColor; d<nbPOLY; d++) // Update the RGB color for each POLY up to now
{
POLY[d].cR=tcR;
POLY[d].cG=tcG;
POLY[d].cB=tcB;
}// for
indexColor=nbPOLY; // change the index of indexColor for the next group of polygons
}// for nbGroup
fclose(filein); // Close The File
cout<<"Total Polygons: “<<totalPOLY<<”
";
cout<<"Total Created : “<<nbPOLY<<”
“;
cout<<“max :”<<max<<”
“;
cout<<“min :”<<min<<”
";
cout<<“file closed.”<<endl;
}// loadfile

void ProcessMenu(int value) {
if (loaded[value]==false){
for (int i=0; i<7; i++)
loaded[i]=false;
loaded[value]=true;
if (value==1){
loadfile(“data/biplane_dat.txt”);
coef=40.0;
}// if
if (value==2){
loadfile(“data/cow_dat.txt”);
coef=30.0;
}// if
if (value==3){
loadfile(“data/apple_dat.txt”);
coef=0.333;
}// if
if (value==4){
loadfile(“data/skull_dat.txt”);
coef=0.333;
}// if
if (value==5){
loadfile(“data/x29_dat.txt”);
coef=6.0;
}// if
if (value==6){
loadfile(“data/beethoven_dat.txt”);
coef=0.25;
}// if
if (value==7){
cx=0; cy=0; cz=0; xrot=0; yrot=0; zrot=0;
}// if
}// if
glutPostRedisplay();
}// ProcessMenu

void RenderScene(void){ // Called to draw scene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the window
glLoadIdentity(); // Reset The View
glTranslatef(cx,cy,cz); // Translate The The Current Position To Start Drawing
glRotatef(xrot,1,0,0); // Rotate On The X Axis By xrot
glRotatef(yrot,0,1,0); // Rotate On The Y Axis By yrot
glRotatef(zrot,0,0,1); // Rotate On The Z Axis By zrot
//xrot+=10; //yrot+=yspeed; zrot+=zspeed; // Increase xrot,yrot & zrot by xspeed, yspeed & zspeed
for (int i=0; i<nbPOLY; i++){
glBegin(GL_POLYGON);
glColor3f(POLY[i].cR, POLY[i].cG, POLY[i].cB);
Draw(&POLY[i]);
glEnd();
}// for
glPopMatrix(); // Restore transformations
glutSwapBuffers(); // Flush drawing commands
}// RenderScene

void SetupRC(){
glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); // Black background
glColor3ub(0, 0, 255); // Set drawing color to blue
}// SetupRC

void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_F1) FKey=1; // x
if(key == GLUT_KEY_F2) FKey=2; // y
if(key == GLUT_KEY_F3) FKey=3; // z
if(key == GLUT_KEY_F4) xrot+=10;
if(key == GLUT_KEY_F5) xrot-=10;
if(key == GLUT_KEY_F6) yrot+=10;
if(key == GLUT_KEY_F7) yrot-=10;
if(key == GLUT_KEY_F8) zrot+=10;
if(key == GLUT_KEY_F9) zrot-=10;

if(key == GLUT_KEY_UP){
	if (FKey==1) {}
	if (FKey==2) cy+=10.0;
	if (FKey==3) cz+=10.0;
}// if
if(key == GLUT_KEY_DOWN){
	if (FKey==1) {}
	if (FKey==2) cy-=10.0;
	if (FKey==3) cz-=10.0; 
}// if
if(key == GLUT_KEY_LEFT){
	if (FKey==1) cx-=10.0;
	if (FKey==2) {}
	if (FKey==3) {} 
}// if
if(key == GLUT_KEY_RIGHT){
	if (FKey==1) cx+=10.0;
	if (FKey==2) {}
	if (FKey==3) {} 
}// if
glutPostRedisplay();

}// SpecialKeys

void ChangeSize(int w, int h){
GLfloat nRange = 200.0f;
// Prevent a divide by zero
if(h == 0) h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
// Reset projection matrix stack
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Establish clipping volume (left, right, bottom, top, near, far)
if (w <= h)
glOrtho (-nRange, nRange, -nRangeh/w, nRangeh/w, -nRange, nRange);
else
glOrtho (-nRangew/h, nRangew/h, -nRange, nRange, -nRange, nRange);
// Reset Model view matrix stack
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}// ChangeSize

void processMouse(int button, int state, int x, int y) {
}// processMouse

void main(int argc, char* argv[])
{
int nMainMenu;

glutInit (&argc, argv) ; 
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB) ; 
glutInitWindowSize (300, 300) ; 
glutInitWindowPosition (10, 10) ; 
glutCreateWindow ("Project 3") ; 

nMainMenu = glutCreateMenu(ProcessMenu);
glutAddMenuEntry("biplane",1);
glutAddMenuEntry("cow",2);
glutAddMenuEntry("apple",3);
glutAddMenuEntry("skull",4);
glutAddMenuEntry("x29",5);
glutAddMenuEntry("beethoven",6);
glutAddMenuEntry("RESET",7);

glutAttachMenu(GLUT_RIGHT_BUTTON);

glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutMouseFunc(processMouse);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();

}// Main

At a cursorary glance I would guess that you aren’t using quaternions. This leaves you open to what is known as Gimbal Lock (a technical term that describes your rotations stuffing up ).

Can’t say I’ve got around to implementing Quaternions but there are plenty of resources available through your local Google search engine…

One reasonable appearing link is.
http://www.cs.berkeley.edu/~laura/cs184/quat/quaternion.html

Thanks rgpc for taking the time to look at my problem. In fact it was very simple. If you look at my code, I put:
glVertex3f((k->p[i].xcoef)+cx, (k->p[i].ycoef)+cy, (k->p[i].y*coef)+cz);

y coordinate was put for the z!
But I really appreciated your effort.
LD