# glRotate

Definition: | include pGUI.e include opengl.e glRotate(atom angle, x, y, z) (glRotated and glRotatef are simple aliases of glRotate.)
Description: | The glRotated function multiplies the current matrix by a rotation matrix. angle: The angle of rotation, in degrees. x: The x coordinate of a vector. y: The y coordinate of a vector. z: The z coordinate of a vector.
pwa/p2js: | Not supported.
Remarks | The glRotated function computes a matrix that performs a counterclockwise rotation of angle degrees about the vector from the origin through the point (x, y, z). The current matrix (see glMatrixMode) is multiplied by this rotation matrix, with the product replacing the current matrix. That is, if M is the current matrix and R is the translation matrix, then M is replaced with M • R. If the matrix mode is either GL_MODELVIEW or GL_PROJECTION, all objects drawn after glRotated is called are rotated. Use glPushMatrix and glPopMatrix to save and restore the unrotated coordinate system. If this routine is called between glBegin() and glEnd(), glGetError() will return GL_INVALID_OPERATION. The following functions retrieve information related to glRotated: glGet with argument GL_RENDER_MODE glGet with argument GL_MATRIX_MODE glGet with argument GL_MODELVIEW_MATRIX glGet with argument GL_PROJECTION_MATRIX glGet with argument GL_TEXTURE_MATRIX
See Also: | glBegin, glEnd, glGetError, glMatrixMode, xor_bits, glPushMatrix, glPopMatrix, glScale, glTranslate DEV See also //glBegin //glEnd //glMatrixMode glMultMatrix //glPopMatrix //glPushMatrix //glScale //glTranslate