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glRotated, glRotatef - multiply the current matrix by a rotation


C Specification

void glRotated( GLdouble angle,
    GLdouble x,
    GLdouble y,
    GLdouble z )
void glRotatef( GLfloat angle,
    GLfloat x,
    GLfloat y,
    GLfloat z )

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Specifies the angle of rotation, in degrees.
x, y, z
Specify the x, y, and z coordinates of a vector, respectively.


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:

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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.


This rotation follows the right-hand rule, so if the vector $("x", "y", "z")$ points toward the user, the rotation will be counterclockwise.


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)

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