# glrotated(3g) [xfree86 man page]

GLROTATE(3G) GLROTATE(3G)NAME

glRotated, glRotatef - multiply the current matrix by a rotation matrixC 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_MATRIXSEE ALSO

glMatrixMode(3G), glMultMatrix(3G), glPushMatrix(3G), glScale(3G), glTranslate(3G) GLROTATE(3G)

## Check Out this Related Man Page

GLSCALE(3G) OpenGL Manual GLSCALE(3G)NAME

glScale - multiply the current matrix by a general scaling matrixC SPECIFICATION

void glScaled(GLdouble x, GLdouble y, GLdouble z); void glScalef(GLfloat x, GLfloat y, GLfloat z);PARAMETERS

x, y, z Specify scale factors along the x, y, and z axes, respectively.DESCRIPTION

glScale produces a nonuniform scaling along the x, y, and z axes. The three parameters indicate the desired scale factor along each of the three axes. The current matrix (see glMatrixMode()) is multiplied by this scale matrix, and the product replaces the current matrix as if glMultMatrix() were called with the following matrix as its argument: x 0 0 0 0 y 0 0 0 0 z 0 0 0 0 1 If the matrix mode is either GL_MODELVIEW or GL_PROJECTION, all objects drawn after glScale is called are scaled. Use glPushMatrix() and glPopMatrix() to save and restore the unscaled coordinate system.NOTES

If scale factors other than 1 are applied to the modelview matrix and lighting is enabled, lighting often appears wrong. In that case, enable automatic normalization of normals by calling glEnable() with the argument GL_NORMALIZE.ERRORS

GL_INVALID_OPERATION is generated if glScale 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_MATRIXSEE ALSO

glMatrixMode(), glMultMatrix(), glPushMatrix(), glRotate(), glTranslate()COPYRIGHT

Copyright (C) 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.AUTHORS

opengl.orgopengl.org06/10/2014 GLSCALE(3G)