   rotate without glRotatef
  y = int(mouse_x() * 360)    glBegin(GL_POINTS)   for x = 0 to 360  a# = 0  b# = cosd(x)  c# = sind(x)    glVertex3f(a#, b#, c#)   next    glEnd()What I've got is a piece of code from a basic language.What I'm trying to achieve is a "glRotatef" effect. I've got a circle which is on its side so when you see it, it will go like this:||||You can only see the side!What I want is that to rotate on the x/y axis so that circle thats on its side will be making a big circle facing me which is also known as a "ring" or a "donut".Now what I've figured out I can achieve this shape by changing the radius of circle going back and fourth on the z axis but its not the shape I want I wanna learn that particular routine as the maths behind it is very useful!Please help as much as you can,thank you   
  I really don't understand your question. But, is this what you want?glBegin(GL_POINTS)for x = 0 to 360    a# = sind(x)    b# = cosd(x)    c# = 0    glVertex3f(a#, b#, c#)nextglEnd();Quote:Original post by Brother BobI really don't understand your question. But, is this what you want?glBegin(GL_POINTS)for x = 0 to 360    a# = sind(x)    b# = cosd(x)    c# = 0    glVertex3f(a#, b#, c#)nextglEnd()No.That's just facing the circle towards camera view. I wanna manually make a "glRotatef" on the y axis.I'm gonna show you what I mean using a "line".    for y = 0 to 360    glBegin(GL_LINES)   glVertex3f(sind(y), cosd(y), 0)   glVertex3f(sind(y)*2, cosd(y)*2, 0)    glEnd()nextThe line represents the circle on its side as you see it goes round on a 360 keep the circle rotation but with the circle its gonna make a tube. - Nicky   ;  hi. just use the glrotatef specifications and manipulate the matrix manually.to get matrix from opengl, use glGetFloatv(GL_MODELVIEW_MATRIX/other, ...then do this manipuation:http://www.opengl.org/sdk/docs/man/xhtml/glRotate.xml