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GLROTATE()							    GLROTATE()

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 )

       delim $$

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:

			      left ( ~ down 20 matrix {
	  ccol { "x" "x" (1 - c)+ c above  "y" "x" (1 -	c)+ "z"	s above	   "x"
       "z" (1 -	c)-"y" s above ~0 }
	  ccol	{"x"  "y" (1 - c)-"z" s	above  "y" "y"	(1 - c)+ c above   "y"
       "z" (1 -	c)+ "x"	s above	~0 }
	  ccol {  "x" "z" (1 - c)+ "y" s above	"y" "z"	(1 - c)- "x"  s	 above
       "z" "z" (1 - c) + c above ~0 }
	  ccol { ~0 above ~0 above ~0 above ~1}	} ~~ right )

       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

								    GLROTATE()

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