05-27-2011
Sounds like a good solution. I will work the issue from that angle. Thank you very much.
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LEARN ABOUT REDHAT
glrotated
GLROTATE(3G) GLROTATE(3G)
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:
x2(1-c)+c xy(1-c)-zs xz(1-c)+ys 0
(yx(1-c)+zs y2(1-c)+c yz(1-c)-xs 0)
xz(1-c)-ys yz(1-c)+xs z2(1-c)+c 0
0 0 0 1
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.
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_COLOR_MATRIX
glGet with argument GL_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX
SEE ALSO
glMatrixMode(3G), glMultMatrix(3G), glPushMatrix(3G), glScale(3G), glTranslate(3G)
GLROTATE(3G)