NAME
	  fglRotated, fglRotatef - multiply the	current	matrix by a
	  rotation matrix


     FORTRAN SPECIFICATION
	  SUBROUTINE fglRotated( REAL*8	angle,
				 REAL*8	x,
				 REAL*8	y,
				 REAL*8	z )
	  SUBROUTINE fglRotatef( REAL*4	angle,
				 REAL*4	x,
				 REAL*4	y,
				 REAL*4	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
	  fglRotate produces a rotation	of angle degrees around	the
	  vector (x,y,z).  The current matrix (see fglMatrixMode) is
	  multiplied by	a rotation matrix with the product replacing
	  the current matrix, as if fglMultMatrix 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 fglRotate is called are rotated.
	  Use fglPushMatrix and	fglPopMatrix 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 fglRotate is executed
	  between the execution	of fglBegin and	the corresponding
	  execution of fglEnd.

     ASSOCIATED	GETS
	  fglGet with argument GL_MATRIX_MODE
	  fglGet with argument GL_MODELVIEW_MATRIX
	  fglGet with argument GL_PROJECTION_MATRIX
	  fglGet with argument GL_TEXTURE_MATRIX

     SEE ALSO
	  fglMatrixMode, fglMultMatrix,	fglPushMatrix, fglScale,
	  fglTranslate