glRotate.3G man page

glRotate — 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);



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:

x 2 ⁡ 1 - c + c x ⁢ y ⁡ 1 - c - z ⁢ s x ⁢ z ⁡ 1 - c + y ⁢ s 0 y ⁢ x ⁡ 1 - c + z ⁢ s y 2 ⁡ 1 - c + c y ⁢ z ⁡ 1 - c - x ⁢ s 0 x ⁢ z ⁡ 1 - c - y ⁢ s y ⁢ z ⁡ 1 - c + x ⁢ s z 2 ⁡ 1 - c + c 0 0 0 0 1

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().

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(), glMultMatrix(), glPushMatrix(), glScale(), glTranslate()


Referenced By

The man pages glRotated.3G(3) and glRotatef.3G(3) are aliases of glRotate.3G(3).

07/13/2018 OpenGL Manual