In an OpenGL project, I have a function that rotates the model:
glRotatef(M_PI/4, 0, 0, 1);
//rotate by PI/4 radians i.e 45 degrees
Now when I
Your question is a little confusing, as I don't understand what you mean by this stopping criteria. But if you want to get the transformed values for points, then you can simply pass them through the appropriate transform matrices to get them into the space you want. If you want the values in eye space, then pass your vertex coordinates through the modelview matrix, for example. See here for details of how that works.