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- rrrroooottttaaaatttteeee((((3333GGGG)))) rrrroooottttaaaatttteeee((((3333GGGG))))
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- NNNNAAAAMMMMEEEE
- rrrroooottttaaaatttteeee,,,, rrrrooootttt - rotates the current matrix
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- FFFFOOOORRRRTTTTRRRRAAAANNNN 77777777 SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN
- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee rrrroooottttaaaatttteeee((((aaaa,,,, aaaaxxxxiiiissss))))
- iiiinnnntttteeeeggggeeeerrrr****4444 aaaa
- cccchhhhaaaarrrraaaacccctttteeeerrrr aaaaxxxxiiiissss
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- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee rrrrooootttt((((aaaa,,,, aaaaxxxxiiiissss))))
- rrrreeeeaaaallll aaaa
- cccchhhhaaaarrrraaaacccctttteeeerrrr aaaaxxxxiiiissss
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- PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS
- _a expects the angle of rotation.
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- _a_x_i_s expects the relative axis of rotation. There are three character
- literal values for this parameter:
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- ''''xxxx'''' indicates the _x-axis.
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- ''''yyyy'''' indicates the _y-axis.
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- ''''zzzz'''' indicates the _z-axis.
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- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- rrrroooottttaaaatttteeee and rrrrooootttt specify an angle (_a) and an axis of rotation (_a_x_i_s). The
- angle given to rrrroooottttaaaatttteeee is an integer and is specified in tenths of degrees
- according to the right-hand rule. The angle given to rrrrooootttt is a floating
- point value and is specified in degrees according to the right-hand rule.
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- The angle and axis are used to compute a 4x4 rotation matrix, which then
- premultiplies the current matrix, as specified by mmmmmmmmooooddddeeee. Thus if _T is
- the current matrix, and _R is the rotation matrix computed by rrrroooottttaaaatttteeee or
- rrrrooootttt, _T is replaced with _R*_T. The current matrix is the top matrix on the
- transformation stack if mmmmmmmmooooddddeeee is MMMMSSSSIIIINNNNGGGGLLLL, the top matrix on the ModelView
- matrix stack if mmmmmmmmooooddddeeee is MMMMVVVVIIIIEEEEWWWWIIII, the Projection matrix if mmmmmmmmooooddddeeee is
- MMMMPPPPRRRROOOOJJJJEEEE, or the Texture matrix if mmmmmmmmooooddddeeee is MMMMTTTTEEEEXXXXTTTTUUUU.
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- All objects drawn after rrrroooottttaaaatttteeee or rrrrooootttt is called while mmmmmmmmooooddddeeee is either
- MMMMSSSSIIIINNNNGGGGLLLL or MMMMVVVVIIIIEEEEWWWWIIII are rotated. Use ppppuuuusssshhhhmmmmaaaa and ppppooooppppmmmmaaaatttt to preserve and
- restore the unrotated coordinate system.
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- SSSSEEEEEEEE AAAALLLLSSSSOOOO
- mmode, popmat, pushma, scale, transl
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- PPPPaaaaggggeeee 1111
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