title: How to rotate image primitive? I have tried to use glRotatef function, but it does not get result
body: <p>This code must draw two sinus-lines. Here two usual lines are transformed via shader into sinus-lines. I have a task to rotate one of them(for example, for 45 or 90 degrees), how to do it?</p>
  
  <pre><code>void CMyApplication::OnDraw()
  {
  
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  
      glUseProgramObjectARB(m_program);
  
      glUniform1fARB(m_amplitudeUniformLocation, 0.3f);
      glUniform1fARB(m_phaseUniformLocation, m_phase);
      glUniform1fARB(m_frequencyUniformLocation, M_PI);
      glUniform1fARB(m_colourUniformLocation, 0.0f);
      //glUniform1fARB(m_rotateUniformLocation, true);
      //glLoadIdentity();
      //glRotatef(90.0f, 0.0f, 0.0f, 0.0f);
      glBegin(GL_LINE_STRIP);
      {
          for (float x = -1; x &lt;= 1.05; x += 0.01)
          {
              glVertex3f(x, 0, 0);
              glColor3f(0, 0.5, -0.8);
          }
      }
      glEnd();
      //glLoadIdentity();
      //glRotatef(-90.0f, 0.0f, 0.0f, 0.0f);
      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();
      glUniform1fARB(m_phaseUniformLocation, m_phase - 0.5);
      glUniform1fARB(m_colourUniformLocation, 0.5f);
      //glUniform1fARB(m_rotateUniformLocation, false);
  
      glBegin(GL_LINE_STRIP);
      {
          for (float x = -1; x &lt;= 1.05; x += 0.01)
          {
              glVertex3f(x, -0.5, 0);
              glColor3f(0, -0.5, 0.8);
          }
      }
      glEnd();
  
      __glewMatrixRotatefEXT(GL_MODELVIEW, 45, 0, 0, 1); //THIS STRING HAS BEEN RESOLVED         //MY PROBLEM
  
      glUseProgramObjectARB(NULL);
  
      glutSwapBuffers();
  }
  </code></pre>
  
  <p>Shader below:</p>
  
  <pre><code>uniform float phase;                
  uniform float amplitude;            
  uniform float frequency;                           
  void main()                     
  {                                   
      vec4 v = gl_Vertex;                                 
      v.y += amplitude * sin(frequency * v.x + phase);    
      gl_Position = gl_ModelViewProjectionMatrix * v;     
      gl_FrontColor = gl_Color;       
   }
  </code></pre>