·  Home
+   man pages
 -> Linux -> FreeBSD -> OpenBSD -> NetBSD -> Tru64 Unix -> HP-UX 11i -> IRIX
·  Linux HOWTOs
·  FreeBSD Tips
·  *niX Forums

man pages->IRIX man pages -> libblas/rot (3)
 Title
 Content
 Arch
 Section All Sections 1 - General Commands 2 - System Calls 3 - Subroutines 4 - Special Files 5 - File Formats 6 - Games 7 - Macros and Conventions 8 - Maintenance Commands 9 - Kernel Interface n - New Commands

### Contents

```
_ROT_(3F)							     _ROT_(3F)

```

### NAME[Toc][Back]

```     drotg, srotg, drot, srot -	BLAS level ONE rotation	subroutines
```

### SYNOPSIS[Toc][Back]

```     subroutine	drotg( da, db, c, s )
double precision  c, da, db, s

subroutine	srotg( sa, sb, c, s )
real	       c, s, sa, sb

subroutine	drot( n, dx, incx, dy, incy, c,	s )
integer	      incx, incy, n
double precision c, s
double precision dx( 1 ), dy( 1 )

subroutine	srot( n, sx, incx, sy, incy, c,	s )
integer	      incx, incy, n
real	      c, s
real	      sx( 1 ), sy( 1 )
```

### DESCRIPTION[Toc][Back]

```     DROTG and SROTG compute C and S, the Cosine and Sine of the rotation,
given the coordinates of a	transformed vector (da,	db) or (sa, sb).

DROT and SROT apply a plane rotation (Cosine = C, Sine = S) to N points
whose coordinates are defined by the DX (SX) and DY (SY) vectors.
```

### AUTHORS[Toc][Back]

```	  Jack Dongarra, linpack, 3/11/78.
rotate(3G)							    rotate(3G)

```

### NAME[Toc][Back]

```     rotate, rot - rotates the current matrix
```

### C SPECIFICATION[Toc][Back]

```     void rotate(a, axis)
Angle a;
char axis;

void rot(a, axis)
float a;
char axis;
```

### PARAMETERS[Toc][Back]

```     a	    expects the	angle of rotation.

axis   expects the	relative axis of rotation.  There are three character
literal values for this parameter:

'x'	indicates the x-axis.

'y'	indicates the y-axis.

'z'	indicates the z-axis.
```

### DESCRIPTION[Toc][Back]

```     rotate and	rot specify an angle (a) and an	axis of	rotation (axis).  The
angle given to rotate is an integer and is	specified in tenths of degrees
according to the right-hand rule.	The angle given	to rot is a floating
point value and is	specified in degrees according to the right-hand rule.

The angle and axis	are used to compute a 4x4 rotation matrix, which then
premultiplies the current matrix, as specified by mmode.  Thus if T is
the current matrix, and R is the rotation matrix computed by rotate or
rot, T is replaced	with R*T.  The current matrix is the top matrix	on the
transformation stack if mmode is MSINGLE, the top matrix on the ModelView
matrix stack if mmode is MVIEWING,	the Projection matrix if mmode is
MPROJECTION, or the Texture matrix	if mmode is MTEXTURE.

All objects drawn after rotate or rot is called while mmode is either
MSINGLE or	MVIEWING are rotated.  Use pushmatrix and popmatrix to
preserve and restore the unrotated	coordinate system.
```

```     mmode, popmatrix, pushmatrix, scale, translate