It seems that rotations around vectors
(1, 0, 0) and (-1, 0, 0) at the some angle are equal (at least visualy) instead of supplemnt each other to 360 degrees. does someone experinced the same problem?
I am new in Symbian and OpenGL so may
be it's just my misunderstanding of what glRoate does?
but the rotation around vector (-1, -1, 0) not the same as rotation around (1, 1, 0)
the sign is significant! when you inverse vector the direction of rotation is also changed. It seems this isn't happen only for vectors with only one non zero coordiante.
OK. This is actually a bug in the implementation. Good thing about it is that
It only affects to axis-aligned rotation vectors (also the reason why it wasn't picked up earlier).