This might be in the wrong forum my friend. (maybe the OpenGL forum)
I will try to help.
If you are referring to raw openGL 3D rotations, you should look at Matrices, Euler Rotations and Quaternions. Each method has + and - depending on the application.
If you are really interested in the Math involved I suggest the following 3 course meal
1. Learn Vectors (start with 2D Vectors)
2. Learn Matrices (again, start with 2D first)
3. Learn Quaternions
wouldn't hurt to brush up on some Trigonometry since everything is based on triangles.
sorry for the mile high approach but I am not 100% sure what you are trying to learn.
I will try to help.
If you are referring to raw openGL 3D rotations, you should look at Matrices, Euler Rotations and Quaternions. Each method has + and - depending on the application.
If you are really interested in the Math involved I suggest the following 3 course meal
1. Learn Vectors (start with 2D Vectors)
2. Learn Matrices (again, start with 2D first)
3. Learn Quaternions
wouldn't hurt to brush up on some Trigonometry since everything is based on triangles.
sorry for the mile high approach but I am not 100% sure what you are trying to learn.