NAME glRotated, glRotatef - 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 ) | | | yx(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 = sine(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 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_MODELVIEW_MATRIX glGet with argument GL_PROJECTION_MATRIX glGet with argument GL_TEXTURE_MATRIX SEE ALSO glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate