GLROTATE(3G) |  | GLROTATE(3G)

# 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 )
delim$$

# 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:

(x2(1-c)+cyx(1-c)+zsxz(1-c)-ys0xy(1-c)-zsy2(1-c)+cyz(1-c)+xs0xz(1-c)+ysyz(1-c)-xsz2(1-c)+c00001)

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

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