glRotate.3G - Man Page
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 )
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 . 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:
Where , , and (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 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)
glPushMatrix.3G(3), glScale.3G(3), glTranslate.3G(3).
The man pages glRotated.3G(3) and glRotatef.3G(3) are aliases of glRotate.3G(3).