At the beginning I want to apologize for my english.

I’m making my first own game. I’ve got a virtual world and a sphere that can be moved along x-axis and z-axis in this world. I want the sphere to rotate while it’s moving so I added to it’s class float variables “RotateX” and “RotateZ” that are the angles I want the sphere to be rotated as effect of moving along the x-axis (rotate about the z-axis) or along the z-axis (rotate about the x-axis).

This is how I count them:

```
Vec3f posDiff = position - oldPos;
rotateX -= posDiff[0]/(2*PI*radius) * 360;
rotateZ += posDiff[2]/(2*PI*radius) * 360;
while (rotateX < 0) rotateX+=360;
while (rotateZ < 0) rotateZ+=360;
while (rotateX > 360) rotateX-=360;
while (rotateZ > 360) rotateZ-=360;
```

At the beginning both rotateX and rotateZ are 0.0f.

Vec3f is a class type - a vector of 3 float variables - that I downloaded from http://www.videotutorialsrock.com/opengl_tutorial/vec3f/video.php

Before drawing the sphere I firstly used this lines to rotate the sphere:

```
glRotatef(rotateX, 0.0f, 0.0f, 1.0f);
glRotatef(rotateZ, 1.0f, 0.0f, 0.0f);
```

But of course it didn’t work as I wanted it to - and I think I know why. That’s because after the first glRotatef the x-axis rotated and the second glRotatef rotated the object along the new x-axis (whereas I wanted it to rotate along the “original” x-axis).

Then I hit on idea - I tried to do the second rotation about the “original” x-axis by giving as arguments the coordinates of vector I got after rotating it by rotateX degrees - but in the opposite direction.

This is why I used this lines:

```
glRotatef(rotateX, 0.0f, 0.0f, 1.0f);
Vec3f aux = rotate(Vec3f(1.0f, 0.0f, 0.0f), Vec3f(0.0f, 0.0f, 1.0f), rotateX);
glRotatef(rotateZ, aux[0], aux[1], aux[2]);
```

where rotate function is:

```
//Rotates the vector by the indicated number of degrees about the specified axis
Vec3f rotate(Vec3f v, Vec3f axis, float degrees)
{
axis = axis.normalize();
float radians = degrees * PI / 180;
float s = sin(radians);
float c = cos(radians);
return v * c + axis * axis.dot(v) * (1 - c) + v.cross(axis) * s;
}
```

I draw it on the paper and it looked right.

And…rotating about the x-axis was working right this time…but rotating about the z-axis stopped working right instead and I don’t know why.

I googled about my problem and I found a few topics about similiar problems on discussion boards but without a solution.

How can I make the rotation working as I want it to?