Name
gl.Rotate -- multiply the current matrix by a rotation matrix
Synopsis
gl.Rotate(angle, x, y, z)
Function
gl.Rotate() produces a rotation of angle degrees around the vector (x,y,z). The current matrix (See gl.MatrixMode for details.) is multiplied by a rotation matrix with the product replacing the current matrix.

If the matrix mode is either #GL_MODELVIEW or #GL_PROJECTION, all objects drawn after gl.Rotate() is called are rotated.

Use gl.PushMatrix() and gl.PopMatrix() to save and restore the unscaled 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.

Please consult an OpenGL reference manual for more information.

Inputs
angle
specifies the angle of rotation, in degrees
x
specify the x coordinate of a vector
y
specify the y coordinate of a vector
z
specify the z coordinate of a vector
Errors
#GL_INVALID_OPERATION is generated if gl.Rotate() is executed between the execution of gl.Begin() and the corresponding execution of gl.End().

Associated gets
gl.Get() with argument #GL_MATRIX_MODE

gl.Get() with argument #GL_MODELVIEW_MATRIX

gl.Get() with argument #GL_PROJECTION_MATRIX

gl.Get() with argument #GL_TEXTURE_MATRIX


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