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Game Development Stack Exchange is a question and answer site for professional and independent game developers. I'm not an opengl expert, and, as a novice, I prefer to practice a little bit with the old opengl just to be sure to understand correctly the basic concept of computer graphics before deal with shaders and modern opengl (3.x). So I thought that this _matrixModel is not complete because it is only the model matrix and I need a modelview so I have to multiply it with the projection matrix but. If you have a camera object, that has a model matrix like other objects, the view matrix would be just the inverse of that model matrix. If you rotate after it's been translated into world-space you're in for a real nasty surprise. This is a very common problem, I would suggest you lookup rotation around an arbitrary point for a more thorough understanding.
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Not the answer you're looking for?Browse other questions tagged c++ opengl 3d or ask your own question. I only started using OpenGL and C++ yesterday so it's likely I've just missed something, but it appears to me that code that should behave in exactly the same way just doesn't. For this after you create your second cylinder do a pushMatrix then in that frame of reference translate again to center of cylinder (translate by half length of third cylinder). Not the answer you're looking for?Browse other questions tagged c++ opengl or ask your own question. Did Hillary Clinton refuse to designate Boko Haram a terrorist organisation when the FBI, CIA and the Justice Department asked?
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So I thought that this _matrixModel is not complete because it is only the model matrix and I need a modelview so I have to multiply it with the projection matrix but.. If you rotate while the object is still in object-space, it will rotate the object around its center.


What I want to do is rotate then about the point of the cylinder they're on top of, but that only seems to happen with the base cylinder and the one on top of that, go any higher and they just seem to move about a different axis. In short, if you want to rotate an object around the object's center, then the object has to be centered at the origin.
Also, I tried playing around with the various parameters of glRotatef but could not get it do as I expected. Now you will come to your original frame of reference in which you want rotate third cylinder. Then the projection matrix is used to transform coordinates in camera space to projection space.



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