OpenGL man pages
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 computes a matrix that performs a counterclockwise rotation of
angle degrees about the vector from the origin through the point (x, y, z).
The current matrix (see glMatrixMode) is multiplied by this rotation
matrix, with the product replacing the current matrix. That is, if M is
the current matrix and R is the translation matrix, then M is replaced with
M · R.
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.
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_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX
glMatrixMode, glMultMatrix, glPushMatrix, glScale, glTranslate
Fri Dec 6 11:18:03 EST 1996
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