I think that’s the right terms for it.
I’ve got a normal, and a rotation about this normal, which I’d like to turn into a 3x3 matrix representing the orthonormal basis which this rotation represents.
Is there a nice easy formula for this kicking about somewhere? It takes me ages to figure this stuff out.
ps. Is there any merit in adding a new Maths forum in OpenGL as these kinds of questions pop up frequently and might be best stashed in a separate archive?