I have a scene in OpenGL, which is rotated and translated, and I would like to translate it further along its OWN Z axis. How should I reflect this ?
To be a bit more concrete: glTranslated (tx,ty,tz) gpRotated (rx,1,0,0) gpRotated (ry,0,1,0) gpRotated (rz,0,0,1)
What modification should I bring to the tx,ty,tz in order to translate the scene toward its own Z axis (which for the "camera" may be the X axis ?