GLROTATE(3G)

NAME
glRotate - 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:

x 2 ⁡ 1 - c + c x ⁢ y ⁡ 1 - c - z ⁢ s x ⁢ z ⁡ 1 - c + y ⁢ s 0 y ⁢ x ⁡ 1 - c + z ⁢ s y 2 ⁡ 1 - c + c y ⁢ z ⁡ 1 - c - x ⁢ s 0 x ⁢ z ⁡ 1 - c - y ⁢ s y ⁢ z ⁡ 1 - c + x ⁢ s z 2 ⁡ 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

SEE ALSO

glMatrixMode(), glMultMatrix(), glPushMatrix(), glScale(), glTranslate()

COPYRIGHT

Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.