GLROTATE(3G) |
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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)