> The following was supposedly scribed by > Jim Parker > on Friday 16 May 2003 11:45 am: >What I am looking for is a general routine to handle any >arbitrary vector. An example would be a isometric view obtained by a >30 degree rotation about the X-axis, then another 30 degree rotation >about the Y-axis. So you want to determine which rotations have to be applied in openGL to bring the view normal to a given vector? Sounds like you just need to construct the transformation matrix and extract the rotation angles from it. Also, you might look into the translation between cartesian and spherical coordinates, since this describes the angle from each of the cardinal axes to the vector. I've got some info on matrix transformation and some links around here somewhere, but can't readily find them. If the above suggestions don't get you there, I'll see what I can dig up. --Eric