```     NAME
glRotated, glRotatef - multiply the current matrix by	a
rotation matrix

C SPECIFICATION
void glRotated( GLdouble angle,
GLdouble x,
GLdouble y,
GLdouble z )
void glRotatef( GLfloat angle,
GLfloat x,
GLfloat y,
GLfloat z )

PARAMETERS
angle	 Specifies the angle of	rotation, in degrees.

x, y,	z
Specify the x,	y, and z coordinates of	a vector,
respectively.

DESCRIPTION
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:

( xx(1-c)+c	xy(1-c)-zs  xz(1-c)+ys	 0  )
|					    |
| yx(1-c)+zs	yy(1-c)+c   yz(1-c)-xs	 0  |
| xz(1-c)-ys	yz(1-c)+xs  zz(1-c)+c	 0  |
|					    |
(	 0	     0		 0	 1  )
Where	c = cos(angle),	s = sine(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.

NOTES
This rotation	follows	the right-hand rule, so	if the vector
(x,y,z) points toward	the user, the rotation will be
counterclockwise.

ERRORS

GL_INVALID_OPERATION is generated if glRotate	is executed
between the execution	of glBegin and the corresponding
execution of glEnd.

ASSOCIATED	GETS
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

```