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