glRotate

Name

glRotate — 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:

⎛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.

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

See Also

glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate