Say if we do zglRotatef(35, 0, 0, 0); It's going to make whatever we want go to (0, 0, 0). I.e. it will make any model with this transform applied disappear. This is not good.
I can't tell if the original glRotatef() function would ignore a <0, 0, 0> rotation vector or not. This needs a little investigation.
Say if we do
zglRotatef(35, 0, 0, 0);
It's going to make whatever we want go to (0, 0, 0). I.e. it will make any model with this transform applied disappear. This is not good.I can't tell if the original
glRotatef()
function would ignore a <0, 0, 0> rotation vector or not. This needs a little investigation.