I’m calling the glRotate… function to rotate a triangle, who’s vertices are:
v1 = {-1, -1, -2}
v2 = {-0.8, -1, -2}
v3 = {-1, -0.8, -2}
So, calling glRotate rotates the triangle by 2 degrees. Looks fine on the display.
Now, let’s say I want to compute the updated coordinates of that triangle. Would I not apply an x-axis rotation matrix to the original vertices, where the angle theta is 2 degrees?
So, the updated vertices would be approximately:
v1 = {-1, -0.9, -2.03}
v2 = {-0.8, -0.9, -2.03}
v3 = {-1, -0.73, -2.03}
Does that make sense? I just want to be sure I’m not missing anything.
Cheers.