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GLROTATE()                                                          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: (((x x (1 - c)+ c)(y x (1 - c)+ z s)(x z (1 - c)- y s) 0) ((x y (1 - c)- z s)(y y (1 - c)+ c)(y z (1 - c)+ x s) 0) ((x z (1 - c)+ y s)(y z (1 - c)- x s)(z z (1 - c) + c) 0) (0 0 0 1)) Where c = cos (angle), s = sine (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 GLROTATE()

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