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# glrotate(3g) [centos man page]

```GLROTATE(3G)							   OpenGL Manual						      GLROTATE(3G)

NAME
glRotate - 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:

x 2  1 - c + c x  y  1 - c - z  s x  z  1 - c + y  s 0 y  x  1 - c + z  s y 2  1 - c + c y  z  1 - c - x  s 0 x	z  1 - c - y  s y  z  1 -
c + x  s z 2  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

glMatrixMode(), glMultMatrix(), glPushMatrix(), glScale(), glTranslate()

http://oss.sgi.com/projects/FreeB/.

AUTHORS
opengl.org

opengl.org							    06/10/2014							      GLROTATE(3G)```

## Check Out this Related Man Page

```GLROTATE(3G)							   OpenGL Manual						      GLROTATE(3G)

NAME
glRotate - 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:

x 2  1 - c + c x  y  1 - c - z  s x  z  1 - c + y  s 0 y  x  1 - c + z  s y 2  1 - c + c y  z  1 - c - x  s 0 x	z  1 - c - y  s y  z  1 -
c + x  s z 2  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