glRotatef man page on DigitalUNIX

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glRotate(3G)							  glRotate(3G)

       glRotate, glRotated, glRotatef - multiply the current matrix by a rota‐
       tion matrix

       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.  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 rota‐
       tion  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	xy(1-c) - zs  xz(1-c) + ys 0 yx(1-c) + zs   y^2(1-c) +
       c   yz(1-c) - xs 0 xz(1-c) - ys	 yz(1-c) + xs  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().

       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

       glMultMatrix(3), glMatrixMode(3), glPushMatrix(3), glScale(3), glTrans‐


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