_a_x_i_s expects the relative axis of rotation. There are three character
literal values for this parameter:
''''xxxx'''' indicates the _x-axis.
''''yyyy'''' indicates the _y-axis.
''''zzzz'''' indicates the _z-axis.
DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
rrrroooottttaaaatttteeee and rrrrooootttt specify an angle (_a) and an axis of rotation (_a_x_i_s). The
angle given to rrrroooottttaaaatttteeee is an integer and is specified in tenths of degrees
according to the right-hand rule. The angle given to rrrrooootttt is a floating
point value and is specified in degrees according to the right-hand rule.
The angle and axis are used to compute a 4x4 rotation matrix, which then
premultiplies the current matrix, as specified by mmmmmmmmooooddddeeee. Thus if _T is
the current matrix, and _R is the rotation matrix computed by rrrroooottttaaaatttteeee or
rrrrooootttt, _T is replaced with _R*_T. The current matrix is the top matrix on the
transformation stack if mmmmmmmmooooddddeeee is MMMMSSSSIIIINNNNGGGGLLLLEEEE, the top matrix on the ModelView
matrix stack if mmmmmmmmooooddddeeee is MMMMVVVVIIIIEEEEWWWWIIIINNNNGGGG, the Projection matrix if mmmmmmmmooooddddeeee is
MMMMPPPPRRRROOOOJJJJEEEECCCCTTTTIIIIOOOONNNN, or the Texture matrix if mmmmmmmmooooddddeeee is MMMMTTTTEEEEXXXXTTTTUUUURRRREEEE.
All objects drawn after rrrroooottttaaaatttteeee or rrrrooootttt is called while mmmmmmmmooooddddeeee is either
MMMMSSSSIIIINNNNGGGGLLLLEEEE or MMMMVVVVIIIIEEEEWWWWIIIINNNNGGGG are rotated. Use ppppuuuusssshhhhmmmmaaaattttrrrriiiixxxx and ppppooooppppmmmmaaaattttrrrriiiixxxx to
preserve and restore the unrotated coordinate system.