OpenGL man pages
## glRotate.3gl

## 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 computes a matrix that performs a counterclockwise rotation of
*angle* degrees about the vector from the origin through the point (*x*, *y*, *z*).
The current matrix (see glMatrixMode) is multiplied by this rotation
matrix, with the product replacing the current matrix. That is, if M is
the current matrix and R is the translation matrix, then M is replaced with
M … R.
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.

## 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

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Last Edited: *
Fri Dec 6 11:18:03 EST 1996
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*AFV*

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