Original Post
By my understanding, if I were to transform the projection matrix thusly,...
glRotatef ( some_angle, 1.0f, 0.0f, 0.0f );
glTranslatef ( 0.0f, 0.0f, -1.0f );
...I would have a camera still coplaner with the xy-plane, facing some_angle away from xy-plane, but if I did it so...
glTranslatef ( 0.0f, 0.0f, -1.0f );
glRotatef ( some_angle, 1.0f, 0.0f, 0.0f );
...I would have a camera 1 unit away from the origin and rotated off of the xy-plane by some angle.
Is this correct or not?