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 )
```

eqn not supported

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:

eqn not supported

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