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glRotate(3G)

NAME

glRotate, glRotated, glRotatef - multiply the current matrix by a rotation matrix

SYNOPSIS

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^2(1-c) + c xy(1-c) - zs xz(1-c) + ys 0 yx(1-c) + zs y^2(1-c) + c yz(1-c) - xs 0 xz(1-c) - ys yz(1-c) + xs z^2(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_COLOR_MATRIX glGet() with argument GL_MODELVIEW_MATRIX glGet() with argument GL_PROJECTION_MATRIX glGet() with argument GL_TEXTURE_MATRIX

SEE ALSO

glMultMatrix(3), glMatrixMode(3), glPushMatrix(3), glScale(3), glTranslate(3)

Index Index for
Section 3G
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