glRotated(3)
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" 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)
GLROTATE(3G)
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