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glRotated, glRotatef: multiply the current matrix by a rotation matrix.

C Specification | Parameters | Description | Notes | Errors | Associated Gets | See Also

[Up] C Specification

void glRotated(
    GLdouble	 angle,
    GLdouble	 x,
    GLdouble	 y,
    GLdouble	 z)
void glRotatef(
    GLfloat	 angle,
    GLfloat	 x,
    GLfloat	 y,
    GLfloat	 z)

[Up] Parameters

Specifies the angle of rotation, in degrees.
x, y, z
Specify the x, y, and z coordinates of a vector, respectively.

[Up] 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:

xx (1 - c) + c xy (1 - c) - zs xz (1 - c) + ys 0
yx (1 - c) + zs yy (1 - c) + c yz (1 - c) - xs 0
zx (1 - c) - ys zy (1 - c) + xs zz (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.

[Up] Notes

This rotation follows the right-hand rule, so if the vector (x, y, z) points toward the user, the rotation will be counterclockwise.

[Up] Errors

[Up] 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

[Up] See Also


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