glRotate — 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.
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:
⎛xx(1-c)+c xy(1-c)-zs xz(1-c)+ys 0⎞ ⎜xy(1-c)+zs yy(1-c)+c yz(1-c)-xs 0⎟ ⎜xz(1-c)-ys yz(1-c)+xs zz(1-c)+c 0⎟ ⎝ 0 0 0 1⎠
Where c = cos(angle), s = sin(angle), and ࢱ(x, y, z)ࢱ = 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.
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, glMultMatrix, glPushMatrix, glScale, glTranslate