glRotatef
, glRotatex
- multiply the current matrix by a rotation matrix
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) void glRotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
angle
Specifies the angle of rotation, in degrees.
x
, y
, z
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:
( |
| ) |
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.
This rotation follows the right-hand rule, so if the vector (x, y, z) points toward the user, the rotation will be counterclockwise.
Copyright © 2003-2004 Silicon Graphics, Inc.
This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
glMatrixMode
, glMultMatrix
, glPushMatrix
, glScale
, glTranslate