I have an opengl arbitrary rotation matrix and would like to remove the X & Y axis, leaving me with only the Z axis?
Is this possible? Any pointers on how to do it?
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Just thinking out loud here, but can’t you use the matrix to rotate a vector like (1,0,0), then do atan2(y,x) to see how much it’s rotated and then build a new matrix to rotate through the Z axis by that much?