your first stop for all opengl questions should be NeHe open gl
lessons:
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=48

On Sep 6, 9:58 pm, Thiago Lopes Rosa <thiago.r...@gmail.com> wrote:
> This is a 3D Minesweeper. Instead of searching mines on that rectangular
> field, you must search them on several 3D fields (8 in total) by looking in
> all faces/planes. So you must rotate the objects to see all sides. (search
> for: *3D Mines*)
>
> I got the idea about different movements for each axis, but I really wanted
> to use dragging for all axis.
>
> Thanks,
>
> Thiago
>
> On Mon, Sep 6, 2010 at 17:42, Droid <rod...@gmail.com> wrote:
> > Suggest dragging for x, y and tapping for z axis movement. But its not
> > clear exactly what your end-game is....
> > You could also use accelerometer for tipping (see Breakout Legend in
> > the App in mkt)
>
> > :) Droid
>
> > On Sep 6, 7:04 pm, Thiago Lopes Rosa <thiago.r...@gmail.com> wrote:
> > > Hi,
>
> > > I have a cube on the center of the screen and the user can rotate it
> > using
> > > the touchscreen.
>
> > > The problem:
> > > For example, when I rotate the cube 180 degrees (vertical), the
> > horizontal
> > > rotation gets "inverted" (i mean, when moving right the cube rotates left
> > > and vice-versa).
>
> > > The issue is that I'm using 2D coordinates (touchscreen) to rotate the 3D
> > > cube.
> > > I'm always rotating around the cube's X and Y axis and never around the Z
> > > axis.
>
> > > The question is:
> > > How do I calculate how much and which axis to rotate from a 2D coordinate
> > > input?
>
> > > Thanks,
>
> > > Thiago
>
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