|
glRotate — multiply the current matrix by a rotation matrix
void glRotated( | GLdouble | angle, |
| GLdouble | x, | |
| GLdouble | y, | |
| GLdouble | z); |
void glRotatef( | GLfloat | angle, |
| GLfloat | x, | |
| GLfloat | y, | |
| GLfloat | z); |
angleSpecifies the angle of rotation, in degrees.
x, y, zSpecify 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
GL_INVALID_OPERATION is generated if glRotate
is executed between the execution of glBegin
and the corresponding execution of glEnd.
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
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