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glrotate(3g) [osx man page]

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 rota- tion 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 xy(1-c)-zs xz(1-c)+ys 0 yx(1-c)+zs y^2(1-c)+c yz(1-c)-xs 0 xz(1-c)-ys yz(1-c)+xs 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 SEE ALSO
glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate GLROTATE(3G)

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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)
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