# glRotate

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

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

## 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:

 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.

## 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