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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 )

 

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:


⎛
⎝
 
   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 )

Wherec = 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

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