Digital Equipment Corporation OpenGL man pages



  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 )


  angle	 Specifies the angle of	rotation, in degrees.

  x, y,	z
	 Specify the x,	y, and z coordinates of	a vector, respectively.


  glRotate computes a matrix that performs a counterclockwise rotation of
  angle	degrees	about the vector from the origin through the point (x, y, z).

  The current matrix (see glMatrixMode)	is multiplied by this rotation
  matrix, with the product replacing the current matrix.  That is, if M	is
  the current matrix and R is the translation matrix, then M is	replaced with
  M · R.

  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.


  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_MODELVIEW_MATRIX
  glGet	with argument GL_PROJECTION_MATRIX
  glGet	with argument GL_TEXTURE_MATRIX

See Also

  glMatrixMode,	glMultMatrix, glPushMatrix, glScale, glTranslate

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Last Edited: Fri Dec 6 11:18:03 EST 1996 by AFV
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