What is the difference between
glRotatef(angle, 1.0f, 0.0f, 0.0f);
glRotatef(angle, 0.0f, 0.0f, 1.0f);
and
glRotatef(angle, 1.0f, 0.0f, 1.0f);
And why nothing change when I change the second paramater 1.0f to 5.0f? Lastly, how can I rotate an object around x=5 and not around x=0?
If you want to rotate around x=5
you should do a glTranslate
to x=5
and whatever your y coordinate is and then do glRotate
then glTranslate
back to the origin.
So something like
glTranslate(5, 0, 0);
glRotatef(...);
glTranslate(-5, 0, 0);
For the first question I'm including @genpfault's answer for completeness. It is due to vector normalization done by glRotatef()
on the vector you pass in.