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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()
NAME | C SPECIFICATION | PARAMETERS | DESCRIPTION | NOTES | ERRORS | ASSOCIATED GETS | SEE ALSO
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