glRotate(3G)
glRotated, glRotatef - multiply the current matrix by a rotation matrix
Showing IRIX 6.5.30 (default release). Last changed in IRIX 6.5.15.
NAME glRotated, glRotatef - multiply the current matrix by a rotation matrix C SPECIFICATION void glRotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) void glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) PARAMETERS angle Specifies the angle of rotation, in degrees. x, y, z Specify the x, y, and z coordinates of a vector, respectively. DESCRIPTION glRotate produces a rotation of angle degrees around the vector (x,y,z). The current matrix (see glMatrixMode) is multiplied by a rotation matrix with the product replacing the current matrix, as if glMultMatrix were called with the following matrix as its argument: ( ) | 2 | x (1-c) + c xy(1-c) - zs xz(1-c) + ys 0 | | | 2 | yx(1-c) + zs y (1-c) + c yz(1-c) - xs 0 | | | 2 | xz(1-c) - ys yz(1-c) + xs z (1-c) + c 0 | | ( 0 0 0 1 ) Where c = cos(angle), s = sin(angle), and ||( x,y,z )|| = 1 (if not, the GL will normalize this vector). If the matrix mode is either GL_MODELVIEW or GL_PROJECTION, all objects drawn after glRotate is called are rotated. Use glPushMatrix and glPopMatrix to save and restore the unrotated coordinate system. NOTES This rotation follows the right-hand rule, so if the vector (x,y,z) points toward the user, the rotation will be counterclockwise. ERRORS GL_INVALID_OPERATION is generated if glRotate is executed between the execution of glBegin and the corresponding execution of glEnd. ASSOCIATED GETS glGet with argument GL_MATRIX_MODE glGet with argument GL_COLOR_MATRIX glGet with argument GL_MODELVIEW_MATRIX glGet with argument GL_PROJECTION_MATRIX glGet with argument GL_TEXTURE_MATRIX SEE ALSO glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate