# 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

glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate

GLROTATE(3G)```

## Check Out this Related 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 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