|angle||Specifies the angle of rotation, in degrees.|
|x, y, z||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:
( down20matrix ( xx(1-c)+c yx(1-c)+zs xz(1-c)-ys 0 xy(1-c)-zs yy(1-c)+c yz(1-c)+xs 0 xz(1-c)+ys yz(1-c)-xs zz(1-c)+c 0 0 0 0 1 ) )
Where c = cos(angle), s = sine(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_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX
glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate