NAME fglRotated, fglRotatef - multiply the current matrix by a rotation matrix FORTRAN SPECIFICATION SUBROUTINE fglRotated( REAL*8 angle, REAL*8 x, REAL*8 y, REAL*8 z ) SUBROUTINE fglRotatef( REAL*4 angle, REAL*4 x, REAL*4 y, REAL*4 z ) PARAMETERS angle Specifies the angle of rotation, in degrees. x, y, z Specify the x, y, and z coordinates of a vector, respectively. DESCRIPTION fglRotate produces a rotation of angle degrees around the vector (x,y,z). The current matrix (see fglMatrixMode) is multiplied by a rotation matrix with the product replacing the current matrix, as if fglMultMatrix were called with the following matrix as its argument: ( xx(1-c)+c xy(1-c)-zs xz(1-c)+ys 0 ) | | | yx(1-c)+zs yy(1-c)+c yz(1-c)-xs 0 | | xz(1-c)-ys yz(1-c)+xs zz(1-c)+c 0 | | | ( 0 0 0 1 ) Where c = cos(angle), s = sine(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 fglRotate is called are rotated. Use fglPushMatrix and fglPopMatrix to save and restore the unrotated coordinate system. NOTES This rotation follows the right-hand rule, so if the vector (x,y,z) points toward the user, the rotation will be counterclockwise. ERRORS GL_INVALID_OPERATION is generated if fglRotate is executed between the execution of fglBegin and the corresponding execution of fglEnd. ASSOCIATED GETS fglGet with argument GL_MATRIX_MODE fglGet with argument GL_MODELVIEW_MATRIX fglGet with argument GL_PROJECTION_MATRIX fglGet with argument GL_TEXTURE_MATRIX SEE ALSO fglMatrixMode, fglMultMatrix, fglPushMatrix, fglScale, fglTranslate