glRotate — multiply the current matrix by a rotation matrix
void glRotated( | GLdouble | angle, |
| GLdouble | x, | |
| GLdouble | y, | |
| GLdouble | z); |
void glRotatef( | GLfloat | angle, |
| GLfloat | x, | |
| GLfloat | y, | |
| GLfloat | z); |
angleSpecifies the angle of rotation, in degrees.
x, y, zSpecify the x, y, and z coordinates of a vector, respectively.
glRotate produces a rotation of angle degrees around the vector . 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:
Where , , and (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.
This rotation follows the right-hand rule, so if the vector points toward the user, the rotation will be counterclockwise.
GL_INVALID_OPERATION is generated if glRotate is executed between the execution of glBegin and the corresponding execution of glEnd.
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
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