glRotatef , glRotatex - 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)
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 (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:
| ( |
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Where c = cos (angle) , s = sin (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.
This rotation follows the right-hand rule, so if the vector (x, y, z) points toward the user, the rotation will be counterclockwise.
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glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate