Matrixes Theory =============== Very important to express any rotation for OpenGL. A very simple and though not too deep introduction, contains also a good Quaternion introduction: http://skal.planet-d.net/demo/matrixfaq.html Specialy Matrix Rotations: http://mathworld.wolfram.com/RotaionMatrix.html OpenGL Transformation/Rotation Matrixes: http://nehe.gamdev.net/data/articles/article.asp?article=02 Quaternion Mathematics ====================== Orientations can be represented as Quaternions. They make it simpler and, in tearm of CPU-Time, cheaper to calculate rotations. A good and understandable introduction can be found here: http://pw1.netcom.com/~hjsmith/Quatdoc/Qindex.html www.gamedev.net/reference/articles/article1095.asp