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GLROTATE() GLROTATE()

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 )

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:


xx(1c)+cxy(1c)-zsxz(1c)+ys0yx(1c)+zsyy(1c)+cyz(1c)-xs0xz(1c)-ysyz(1c)+xszz(1c)+c00001

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

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