Hello everyone…I just wanted to clarify a small thing regarding rotation in OpenGL…
Now if we want to rotate an object about a fixed point,say Xf,Yf,Zf, we translate it to origin, rotate and translate it back…
But why is it that the order we give is opposite??
i mean,why do we give it as:
glRotatef();//whatever rotation is required
Is this because the new point generated, a product of matrices in the reverse order??
P’ = p(-T)®(T) where(-T) is translation to origin
is this how it is done when it is given in the above mentioned order??
Pls help im getting really confused about this concept.
Thanks in advance