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
w'angle 'u 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" sup 2 (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" sup 2 (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" sup 2 (1 ^-^ c) ~+~ c above ~~ ~0 } ccol { ~0 above ~0 above ~0 above ~1} } ~~ right )
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(3G), glMultMatrix(3G), glPushMatrix(3G), glScale(3G), glTranslate(3G)