fglRotate(3G) OpenGL Reference fglRotate(3G)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 produces a rotation of angle degrees around the vector (x,y,z).
The current matrix (see fglMatrixMode) is multiplied by a rotation matrix
with the product replacing the current matrix, as if fglMultMatrix 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 fglRotate is called are rotated. Use fglPushMatrix and
fglPopMatrix 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 fglRotate is executed between the
execution of fglBegin and the corresponding execution of fglEnd.
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fglRotate(3G) OpenGL Reference fglRotate(3G)ASSOCIATED GETS
fglGet with argument GL_MATRIX_MODE
fglGet with argument GL_COLOR_MATRIX
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
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