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rotate(3G)							    rotate(3G)

NAME
     rotate, rot - rotates the current matrix

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

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

PARAMETERS
     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
     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
     mmode, popmatrix, pushmatrix, scale, translate

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