_a_n_g_l_e Specifies the angle of rotation, in degrees.
_x, _y, _z
Specify the _x, _y, and _z coordinates of a vector, respectively.
DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
ggggllllRRRRoooottttaaaatttteeee produces a rotation of _a_n_g_l_e degrees around the vector (x,y,z).
The current matrix (see ggggllllMMMMaaaattttrrrriiiixxxxMMMMooooddddeeee) is multiplied by a rotation matrix
with the product replacing the current matrix, as if ggggllllMMMMuuuullllttttMMMMaaaattttrrrriiiixxxx were
called with the following matrix as its argument:
( )
| 2 |
x (1-c) + c xy(1-c) - zs xz(1-c) + ys 0
| |
| 2 |
yx(1-c) + zs y (1-c) + c yz(1-c) - xs 0
| |
| 2 |
xz(1-c) - ys yz(1-c) + xs z (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 GGGGLLLL____MMMMOOOODDDDEEEELLLLVVVVIIIIEEEEWWWW or GGGGLLLL____PPPPRRRROOOOJJJJEEEECCCCTTTTIIIIOOOONNNN, all objects
drawn after ggggllllRRRRoooottttaaaatttteeee is called are rotated. Use ggggllllPPPPuuuusssshhhhMMMMaaaattttrrrriiiixxxx and
ggggllllPPPPooooppppMMMMaaaattttrrrriiiixxxx to save and restore the unrotated coordinate system.
NNNNOOOOTTTTEEEESSSS
This rotation follows the right-hand rule, so if the vector (x,y,z)
points toward the user, the rotation will be counterclockwise.
EEEERRRRRRRROOOORRRRSSSS
GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____OOOOPPPPEEEERRRRAAAATTTTIIIIOOOONNNN is generated if ggggllllRRRRoooottttaaaatttteeee is executed between the
execution of ggggllllBBBBeeeeggggiiiinnnn and the corresponding execution of ggggllllEEEEnnnndddd.