The transformations are applied with the order t3 then t2 and finally t1.

I need a way (except using a data structure like stack to reverse the default order of transformations) to force OpenGL to transform in the order that I write in code. Any idea?

I am guessing it will be easier to change your code then try and change openGL.

Originally posted by MKAI:
[b]Hi
As you know, in OpenGL, successive transformations affect in the reverse order they are issued. For example in the following code segmnent:

The transformations are applied with the order t3 then t2 and finally t1.

I need a way (except using a data structure like stack to reverse the default order of transformations) to force OpenGL to transform in the order that I write in code. Any idea?

Sorry for multiple posts. My browser has a problem and the pages weren’t updated. Sorry!

And about transformations: What is the matrix for rotating a point around the arbitrary vector
(x, y, z). (I know it for (1, 0, 0), (0, 1, 0) and (0, 0, 1) vectors).

Check the apendices of the red book (It’s available online, just do a google search for it.) It gives details on how matrices around an arbitrary vector are setup. You will need to understand some of the notation used, which can be a little daunting at first, but if you sit down and really try to figure it out, you should be able to.