fglRotate(3G)
fglRotated, fglRotatef - multiply the current matrix by a rotation matrix
As shipped in IRIX 6.5.7. Unchanged since IRIX 6.5.
NAME fglRotated, fglRotatef - multiply the current matrix by a rotation matrix FORTRAN SPECIFICATION SUBROUTINE fglRotated( REAL*4 angle, REAL*4 x, REAL*4 y, REAL*4 z ) SUBROUTINE fglRotatef( REAL*4 angle, REAL*4 x, REAL*4 y, REAL*4 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 fglRotate computes a matrix that performs a counterclockwise rotation of angle degrees about the vector from the origin through the point (x, y, z). The current matrix (see fglMatrixMode) is multiplied by this rotation matrix, with the product replacing the current matrix. That is, if M is the current matrix and R is the translation matrix, then M is replaced with M o R. If the matrix mode is either GL_MODELVIEW or GL_PROJECTION, all objects drawn after fglRotate is called are rotated. Use fglPushMatrix and fglPopMatrix to save and restore the unrotated coordinate system. ERRORS GL_INVALID_OPERATION is generated if fglRotate is executed between the execution of fglBegin and the corresponding execution of fglEnd. ASSOCIATED GETS fglGet with argument GL_MATRIX_MODE fglGet with argument GL_MODELVIEW_MATRIX fglGet with argument GL_PROJECTION_MATRIX fglGet with argument GL_TEXTURE_MATRIX SEE ALSO fglMatrixMode, fglMultMatrix, fglPushMatrix, fglScale, fglTranslate