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)

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_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX

SEE ALSO

glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate