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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 )
 eqn not supported
- 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:
eqn
not supported
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. 
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_COLOR_MATRIX 
glGet with argument GL_MODELVIEW_MATRIX 
glGet with argument GL_PROJECTION_MATRIX 
glGet with argument GL_TEXTURE_MATRIX 
glMatrixMode(3G)
, glMultMatrix(3G)
,
glPushMatrix(3G)
, glScale(3G)
, glTranslate(3G)
 
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