glrotate(3)
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:
- x2(1-c)+c xy(1-c)-zs xz(1-c)+ys 0
- yx(1-c)+zs y2(1-c)+c yz(1-c)-xs 0
- ( )
xz(1-c)-ys yz(1-c)+xs z2(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