1.X坐标轴从左至右，Y坐标轴从下至上，Z坐标轴从里至外。
2.OpenGL屏幕中心的坐标值是X和Y轴上的0.0f点。
3.中心左面的坐标值是负值，右面是正值。
移向屏幕顶端是正值，移向屏幕底端是负值。
移入屏幕深处是负值，移出屏幕则是正值。

glTranslatef(x, y, z)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////

glTranslatef(-1.5f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f,0.0f, 0.0f);
glVertex3f(1.0f,0.0f, 0.0f);
glVertex3f(0.0f,1.0f, 0.0f);
glEnd();

glTranslatef(0.0f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f,0.0f, 0.0f);
glVertex3f(1.0f,0.0f, 0.0f);
glVertex3f(0.0f,1.0f, 0.0f);
glEnd();

/////////////////////////////////////////////////////////////////////////////////////

glRotatef(angle, x, y, z)

////////////////////////////////////////////////////////////////
glTranslatef(0.0f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f,0.0f, 0.0f);
glVertex3f(1.0f,0.0f, 0.0f);
glVertex3f(0.0f,1.0f, 0.0f);
glEnd();
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
glRotatef(45,0.0f,0.0f,1.0f);
glTranslatef(0.0f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f,0.0f, 0.0f);
glVertex3f(1.0f,0.0f, 0.0f);
glVertex3f(0.0f,1.0f, 0.0f);
glEnd();
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
glRotatef(45,0.0f,0.0f,1.0f);
glTranslatef(0.0f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f,0.0f, 0.0f);
glVertex3f(1.0f,0.0f, 0.0f);
glVertex3f(0.0f,1.0f, 0.0f);
glEnd();
////////////////////////////////////////////////////////////////

gluLookAt(GLdoble eyex,GLdouble eyey,GLdouble eyez,GLdouble centerx,GLdouble centery,GLdouble centerz,GLdouble upx,GLdouble upy,GLdouble upz);

gluPerspective(GLdouble fovy,GLdouble aspect,GLdouble zNear,GLdouble zFar)

fovy,这个最难理解,我的理解是,眼睛睁开的角度,即,视角的大小,如果设置为0,相当你闭上眼睛了,所以什么也看不到,如果为180,那么可以认为你的视界很广阔,
aspect,这个好理解,就是实际窗口的纵横比,即x/y
zNear,这个呢,表示你近处,的裁面,
zFar表示远处的裁面,

zNear,眼睛距离近处的距离,假设为10米远,请不要设置为负值,OpenGl就傻了,不知道怎么算了,
zFar表示远处的裁面,假设为1000米远,

(180度表示平角,那时候我们将什么也看不到,眼睛睁太大了,眼大无神)

center表示眼睛"看"的那个点的坐标,

gluPerspective                            // 设置透视图
(45,                            // 透视角设置为 45 度,在Y方向上以角度为单位的视野
(GLfloat)x/(GLfloat)y,    // 窗口的宽与高比
0.1f,                                // 视野透视深度:近点1.0f
3000.0f                            // 视野透视深度:始点0.1f远点1000.0f
);

glColor3f(0.5f, 0.7f, 1.0f);

glBegin(GL_LINES);
for(int i=-1000;i<=1000;i+=10)
{
glVertex3f(0,0,i);
glVertex3f(10,10,i);

glVertex3f(0,0,i);
glVertex3f(-10,10,i);
}
glEnd();

F5运行效果如下图

//---------------------------------------------
//生成网络
glColor3f(0.5f, 0.7f, 1.0f);
int x=(int)(40*2);

glBegin(GL_LINES);
for(int i=-x;i<=x;i+=4)
{
glVertex3i(-x,0,i);
glVertex3i(x,0,i);

glVertex3i(i,0,x);
glVertex3i(i,0,-x);
}
glEnd();

//生成球体