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man pages->Tru64 Unix man pages -> glRotate (3)
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## glRotate(3G)

```
```

### NAME[Toc][Back]

```       glRotate,  glRotated,  glRotatef  -  multiply  the current
matrix by a rotation matrix
```

### SYNOPSIS[Toc][Back]

```       void glRotated(
GLdouble angle,
GLdouble x,
GLdouble y,
GLdouble z ); void glRotatef(
GLfloat angle,
GLfloat x,
GLfloat y,
GLfloat z );
```

### PARAMETERS[Toc][Back]

```       Specifies the angle of rotation, in degrees.  Specify  the
x, y, and z coordinates of a vector, respectively.
```

### DESCRIPTION[Toc][Back]

```       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[Toc][Back]

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

### ERRORS[Toc][Back]

```       GL_INVALID_OPERATION is generated if  glRotate()  is  executed
between  the  execution of glBegin() and the corresponding
execution of glEnd().
```

### ASSOCIATED GETS[Toc][Back]

```       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

```

```       glMultMatrix(3),     glMatrixMode(3),     glPushMatrix(3),