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glRotate

Name

glRotate — 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);

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 x ⁢ y ⁡ 1 - c - z ⁢ s x ⁢ z ⁡ 1 - c + y ⁢ s 0 y ⁢ x ⁡ 1 - c + z ⁢ s y 2 ⁡ 1 - c + c y ⁢ z ⁡ 1 - c - x ⁢ s 0 x ⁢ z ⁡ 1 - c - y ⁢ s y ⁢ z ⁡ 1 - c + x ⁢ s 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

Tutorials

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