Hi, I have the following code to rotate a ball, but it looks odd when ballTilt/ballPitch are not multiples of PI
GL11.glRotatef(ballTilt, 0f, 1f, 0f);
GL11.glRotatef(ballPitch, 1f, 0f, 0f);
sphere.draw(ballRadius, 16, 16);
I know I should be using rotation matrices or quaternions, but I can't find any up to date implementations: any ideas?
(http://twosquared.com.au/tiltscreenshot.png)
I had a look through NeHe but no hope :(