JavaDocs are wonderful.
Hah! Not half as 'leet as my Cygwin console!
bash-2.05b$ man glRotate
glRotated, glRotatef - multiply the current matrix by a rotation matrix
void glRotated( GLdouble angle,
GLdouble z )
void glRotatef( GLfloat angle,
GLfloat z )
angle Specifies the angle of rotation, in degrees.
x, y, z
Specify the x, y, and z coordinates of a vector, respectively.
glRotate produces a rotation of angle degrees around the vector
(x,y,z). The current matrix (see glMatrixMode) is multiplied by a
rotation matrix with the product replacing the current matrix, as if
glMultMatrix were called with the following matrix as its argument:
x2(1-c)+c xy(1-c)-zs xz(1-c)+ys 0
yx(1-c)+zs y2(1-c)+c yz(1-c)-xs 0
xz(1-c)-ys yz(1-c)+xs z2(1-c)+c 0
0 0 0 1
Where c=cos(angle), s=sin(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 glRotate is called are rotated. Use glPushMatrix and
glPopMatrix to save and restore the unrotated coordinate system.
This rotation follows the right-hand rule, so if the vector (x,y,z)
points toward the user, the rotation will be counterclockwise.
GL_INVALID_OPERATION is generated if glRotate is executed between the
execution of glBegin and the corresponding execution of glEnd.
glGet with argument GL_MATRIX_MODE
glGet with argument GL_COLOR_MATRIX
glGet with argument GL_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX
glMatrixMode(3G), glMultMatrix(3G), glPushMatrix(3G), glScale(3G),
Like it? Go get it!
. Just remember to install the GL stuff.