GLROTATE(3G) GLROTATE(3G)

glRotated, glRotatef - 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 )

Specifies the angle of rotation, in degrees.
Specify the x, y, and z coordinates of a vector, respectively.

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.

This rotation follows the right-hand rule, so if the vector (x, y, z) 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

glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate