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man glRotate(3)
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```glRotate(3)                                                      glRotate(3)

```

## NAME

```       glRotated, glRotatef - 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 )

```

## PARAMETERS

```       angle  Specifies the angle of rotation, in degrees.

x, y, z
Specify the x, y, and z coordinates of a vector, respectively.

```

## DESCRIPTION

```       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     xy(1-c)-zs     xz(1-c)+ys     0
yx(1-c)+zs     y^2(1-c)+c     yz(1-c)-xs     0
xz(1-c)-ys     yz(1-c)+xs     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.

```

## NOTES

```       This rotation follows the right-hand rule, so if the vector (x,  y,  z)
points toward the user, the rotation will be counterclockwise.

```

## ERRORS

```       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

```

```       glMatrixMode(3), glMultMatrix(3), glPushMatrix(3), glScale(3),
```© manpagez.com 2000-2023