<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>glRotated,</STRONG> <STRONG>glRotatef</STRONG> - multiply the current matrix by a rotation matrix <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glRotated</STRONG>( GLdouble <EM>angle</EM>, GLdouble <EM>x</EM>, GLdouble <EM>y</EM>, GLdouble <EM>z</EM> ) void <STRONG>glRotatef</STRONG>( GLfloat <EM>angle</EM>, GLfloat <EM>x</EM>, GLfloat <EM>y</EM>, GLfloat <EM>z</EM> ) <STRONG>PARAMETERS</STRONG> <EM>angle</EM> Specifies the angle of rotation, in degrees. <EM>x</EM>, <EM>y</EM>, <EM>z</EM> Specify the <EM>x</EM>, <EM>y</EM>, and <EM>z</EM> coordinates of a vector, respectively. <STRONG>DESCRIPTION</STRONG> <STRONG>glRotate</STRONG> produces a rotation of <EM>angle</EM> degrees around the vector (x,y,z). The current matrix (see <STRONG>glMatrixMode</STRONG>) is multiplied by a rotation matrix with the product replacing the current matrix, as if <STRONG>glMultMatrix</STRONG> were called with the following matrix as its argument: ( xx(1-c)+c xy(1-c)-zs xz(1-c)+ys 0 ) | | | yx(1-c)+zs yy(1-c)+c yz(1-c)-xs 0 | | xz(1-c)-ys yz(1-c)+xs zz(1-c)+c 0 | | | ( 0 0 0 1 ) Where c = cos(angle), s = sine(angle), and ||( x,y,z )|| = 1 (if not, the GL will normalize this vector). If the matrix mode is either <STRONG>GL_MODELVIEW</STRONG> or <STRONG>GL_PROJECTION</STRONG>, all objects drawn after <STRONG>glRotate</STRONG> is called are rotated. Use <STRONG>glPushMatrix</STRONG> and <STRONG>glPopMatrix</STRONG> to save and restore the unrotated coordinate system. <STRONG>NOTES</STRONG> This rotation follows the right-hand rule, so if the vector (x,y,z) points toward the user, the rotation will be counterclockwise. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glRotate</STRONG> is executed between the execution of <STRONG>glBegin</STRONG> and the corresponding execution of <STRONG>glEnd</STRONG>. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_MATRIX_MODE</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_MODELVIEW_MATRIX</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_PROJECTION_MATRIX</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_TEXTURE_MATRIX</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>glMatrixMode</STRONG>, <STRONG>glMultMatrix</STRONG>, <STRONG>glPushMatrix</STRONG>, <STRONG>glScale</STRONG>, <STRONG>glTranslate</STRONG> </PRE> </BODY> </HTML>