Hi,
Im currently making a human model that can be animated. for some reason when i rotate the model about the torso in any axis (x, y or z) the model becomes skewed. I use glut primitives (glutSolidSphere and glutSolidCube) for the model. When i say skewed i mean that the objects are displayed out of proportion, for example the head instead of being a sphere of radius 1.5, it becomes and oblong. Just wondering if anyone has any idea what could be causing this because ive been working on it for hours!!
i use a perspective view, not orthogonal, but my aspect is right anyway im pretty sure.
Your reshape function looks broken (same instruction in both if-branches) and will crash for zero height windows.
Zooming is not done with a scale, but with a different field of view in the gluPerspective call.
You have a glScale at a place where it affects the following transformations. Make sure you never have a non-uniform scale with that.
Check zoom == 1.0.
You need to read from the glVertex call upwards to get the OpenGL (left-multiplied) transformation hierarchy. The scale also affects the translations.