I mentioned in a previous posting that I was learning pyglet and
opengl by converting some OpenGL superbible examples, specifically the
first "Sphereworld" program from Chapter 4.  I notice another member
here has done some of them, too, from earlier chapters.  The
sphereworld example presents a wireframe view of a plane populated by
spheres floating at random locations, with a rotating torus orbited by
a sphere.  The camera can be moved around the scene.

This example uses glut, and I've had to substitute for those calls.
And, I have written work-alike code for the parts of the example which
use the shared code from the superbible examples (GLframe, math3d).
I've used the euclid.py module for the vector/matrix/quaternion stuff.

So, I've gotten everything working - the example appears to be
functionally identical to the original c++ code I was working from,
except for one thing:  my torus rotates in the opposite direction on
the pyglet version, and the sphere orbits backwards as well.  The
torus/sphere are rotated by standard 'glRotatef' calls, not involving
any of the GLframe/math3d libraries, so I don't think it's due to my
work-alike functions not working-alike.

Is there something simple I'm missing about setting up OpenGL....some
kind of handedness or frame of reference or something with regard to
rotation?  I could fix this, obviously, by reversing the sign on my
rotation increment...but I would like to know why!

-price
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