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glRotate — multiply the current matrix by a rotation matrix

C Specification

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



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:

x 2 1 - c + c x y 1 - c - z s x z 1 - c + y s 0 y x 1 - c + z s y 2 1 - c + c y z 1 - c - x s 0 x z 1 - c - y s y z 1 - c + x s z 2 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.


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


Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see