01/21/2003
15-462 Computer Graphics I
•Rotate by given angle (in degrees)
about ray from origin through (x, y, z)
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•
•Translate
by the given x, y, and z values
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•
•Scale
with a factor in the x, y, and z direction
glRotate{fd}(angle,
x, y, z);
glTranslate{fd}(x, y, z);
glScale{fd}(x, y, z);