glRotate (angle, x, y, z) expects angle and rotation vector given by x, y, z and it mutliplies the current transformation matrix by this rotation. If you want to rotate e.g. 50 degrees around y axis, you will call glRotatef (50, 0, 1, 0);
Yes, but I just have the direction vector dir and need an angle and rotation axis for glRotate. Is this the angle between (1,0,0) and dir and the rotation vector the crossproduct of (1,0,0) and dir?
Originally posted by <.:guest:.>: Yes, but I just have the direction vector dir and need an angle and rotation axis for glRotate. Is this the angle between (1,0,0) and dir and the rotation vector the crossproduct of (1,0,0) and dir?
yes