GLROTATE()GLROTATE()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 )
delim $$
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:
left ( ~ down 20 matrix {
ccol { "x" "x" (1 - c)+ c above "y" "x" (1 - c)+ "z" s above "x"
"z" (1 - c)-"y" s above ~0 }
ccol {"x" "y" (1 - c)-"z" s above "y" "y" (1 - c)+ c above "y"
"z" (1 - c)+ "x" s above ~0 }
ccol { "x" "z" (1 - c)+ "y" s above "y" "z" (1 - c)- "x" s above
"z" "z" (1 - c) + c above ~0 }
ccol { ~0 above ~0 above ~0 above ~1} } ~~ right )
Where $c ~=~ cos("angle")$, $s ~=~ sine("angle")$, 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_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX
SEE ALSO
glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate
GLROTATE()