Gl.Rotatef (gb.opengl)
Static Sub Rotatef ( Angle As Float, X As Float, Y As Float, Z As Float )
Multiply the current matrix by a rotation matrix.
Parameters
- angle
-
Specifies the angle of rotation, in degrees.
- x, y, z
-
Specify the x, y, and z coordinates of a vector, respectively.
Description
Gl.Rotate produces a rotation of
angle degrees around
the vector
.
The current matrix (see
Gl.MatrixMode) is multiplied by a rotation
matrix with the product
replacing the current matrix, as if Gl.MultMatrix were called
with the following matrix as its argument:
Where
,
,
and
(if not, the GL
will normalize this vector).
If the matrix mode is either Gl.MODELVIEW or Gl.PROJECTION,
all objects drawn after
Gl.Rotate is called are rotated.
Use Gl.PushMatrix and Gl.PopMatrix to save and restore
the unrotated coordinate system.
Notes
This rotation follows the right-hand rule, so
if the vector
points toward the
user, the rotation will be counterclockwise.
Errors
Gl.INVALID_OPERATION is generated if
Gl.Rotate
is executed between the execution of Gl.Begin
and the corresponding execution of Gl.End.
Associated Gets
Gl.Get with argument Gl.MATRIX_MODE
Gl.Get with argument Gl.COLOR_MATRIX
Gl.Get with argument Gl.MODELVIEW_MATRIX
Gl.Get with argument Gl.PROJECTION_MATRIX
Gl.Get with argument Gl.TEXTURE_MATRIX
See also
Gl.MultMatrix,
Gl.PushMatrix,
Gl.Scale,
Gl.Translate
See original documentation on OpenGL website