glRotate.3G - Man Page

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:

(x2(1 - c)+cxy(1 - c)-zsxz(1 - c)+ys0yx(1 - c)+zsy2(1 - c)+cyz(1 - c)-xs0xz(1 - c)-ysyz(1 - c)+xsz2(1 - c)+c00001)

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(3G), glMultMatrix(3G), glPushMatrix(3G), glScale(3G), glTranslate(3G)

Referenced By

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).