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:

eqn
not supported

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.

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