glRotated, glRotatef - multiply the current matrix by a rotation matrix
C Specification
Parameters
Description
Notes
Errors
Associated Gets
See Also
void glRotated( GLdouble angle,GLdouble x, GLdouble y, GLdouble z )void glRotatef( GLfloat angle,GLfloat x, GLfloat y, GLfloat z )
angle Specifies the angle of rotation, in degrees. x, y, z Specify the x, y, and z coordinates of a vector, respectively.
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:( down20matrix ( x2(1 - c) + c yx(1 - c) + zs xz(1 - c) - ys 0 xy(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.
This rotation follows the right-hand rule, so if the vector (x,y,z) points toward the user, the rotation will be counterclockwise.
GL_INVALID_OPERATION is generated if glRotate is executed between the execution of glBegin and the corresponding execution of glEnd.
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
glMatrixMode(3G), glMultMatrix(3G), glPushMatrix(3G), glScale(3G), glTranslate(3G)
| GLROTATE (3G) |