void glRotated(GLdouble angle,
               GLdouble x,
               GLdouble y,
               GLdouble z)
void glRotatef(GLfloat angle,
               GLfloat x,
               GLfloat y,
               GLfloat 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 rotation matrix, then M is replaced with M * R.
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.
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© 1995 Uwe Behrens. All rights reserved.