I am trying to draw a cylinder in OpenGl. I found this algorithm but I can't make any sense of it.
http://paulbourke.net/miscellaneous/sphere_cylinder/
"Given the two perpendicular vectors A and B one can create vertices around each rim of the cylinder. So, for a 4 vertex facet the vertices might be given by the following where theta2 - theta1 is some suitably small angle that determines the roughness of the approximation."
How can I find A and B ?? I am using glm. can glm calculate cross product?