glRotate — 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
Where
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
glGet with argument GL_MATRIX_MODE
glGet with argument GL_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX
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/.