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rotate(3G)							    rotate(3G)


NAME    [Toc]    [Back]

     rotate, rot - rotates the current matrix

C SPECIFICATION    [Toc]    [Back]

     void rotate(a, axis)
     Angle a;
     char axis;

     void rot(a, axis)
     float a;
     char axis;

PARAMETERS    [Toc]    [Back]

     a	    expects the	angle of rotation.

     axis   expects the	relative axis of rotation.  There are three character
	    literal values for this parameter:

	    'x'	indicates the x-axis.

	    'y'	indicates the y-axis.

	    'z'	indicates the z-axis.

DESCRIPTION    [Toc]    [Back]

     rotate and	rot specify an angle (a) and an	axis of	rotation (axis).  The
     angle given to rotate is an integer and is	specified in tenths of degrees
     according to the right-hand rule.	The angle given	to rot is a floating
     point value and is	specified in degrees according to the right-hand rule.

     The angle and axis	are used to compute a 4x4 rotation matrix, which then
     premultiplies the current matrix, as specified by mmode.  Thus if T is
     the current matrix, and R is the rotation matrix computed by rotate or
     rot, T is replaced	with R*T.  The current matrix is the top matrix	on the
     transformation stack if mmode is MSINGLE, the top matrix on the ModelView
     matrix stack if mmode is MVIEWING,	the Projection matrix if mmode is
     MPROJECTION, or the Texture matrix	if mmode is MTEXTURE.

     All objects drawn after rotate or rot is called while mmode is either
     MSINGLE or	MVIEWING are rotated.  Use pushmatrix and popmatrix to
     preserve and restore the unrotated	coordinate system.

SEE ALSO    [Toc]    [Back]

      
      
     mmode, popmatrix, pushmatrix, scale, translate


									PPPPaaaaggggeeee 1111
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