1GLROTATE(3G) GLROTATE(3G)
2
3
4
6 glRotated, glRotatef - multiply the current matrix by a rotation matrix
7
8
10 void glRotated( GLdouble angle,
11 GLdouble x,
12 GLdouble y,
13 GLdouble z )
14 void glRotatef( GLfloat angle,
15 GLfloat x,
16 GLfloat y,
17 GLfloat z )
18
19
21 angle Specifies the angle of rotation, in degrees.
22
23 x, y, z
24 Specify the x, y, and z coordinates of a vector, respectively.
25
27 glRotate produces a rotation of angle degrees around the vector
28 (x,y,z). The current matrix (see glMatrixMode) is multiplied by a
29 rotation matrix with the product replacing the current matrix, as if
30 glMultMatrix were called with the following matrix as its argument:
31
32 x2(1−c)+c xy(1−c)−zs xz(1−c)+ys 0
33 ⎛⎝yx(1−c)+zs y2(1−c)+c yz(1−c)−xs 0⎞⎠
34 xz(1−c)−ys yz(1−c)+xs z2(1−c)+c 0
35 0 0 0 1
36 Where c=cos(angle), s=sin(angle), and ||(x,y,z)||=1 (if not, the GL
37 will normalize this vector).
38
39
40
41 If the matrix mode is either GL_MODELVIEW or GL_PROJECTION, all objects
42 drawn after glRotate is called are rotated. Use glPushMatrix and
43 glPopMatrix to save and restore the unrotated coordinate system.
44
46 This rotation follows the right-hand rule, so if the vector (x,y,z)
47 points toward the user, the rotation will be counterclockwise.
48
50 GL_INVALID_OPERATION is generated if glRotate is executed between the
51 execution of glBegin and the corresponding execution of glEnd.
52
54 glGet with argument GL_MATRIX_MODE
55 glGet with argument GL_COLOR_MATRIX
56 glGet with argument GL_MODELVIEW_MATRIX
57 glGet with argument GL_PROJECTION_MATRIX
58 glGet with argument GL_TEXTURE_MATRIX
59
61 glMatrixMode(3G), glMultMatrix(3G), glPushMatrix(3G), glScale(3G),
62 glTranslate(3G)
63
64
65
66 GLROTATE(3G)