I am using the LWJGL and Slick-Util libraries in an attempt to rotate a texture. Here is my code I'm using to try and rotate a texture.
GL11.glBegin(GL11.GL_QUADS);
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 0);
GL11.glRotatef(r, 1, 1, 0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID());
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(x, y);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(x + texture.getTextureWidth(), y);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(x + texture.getTextureWidth(), y + texture.getTextureHeight());
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(x, y + texture.getTextureHeight());
GL11.glPopMatrix();
GL11.glEnd();
It draws the texture perfectly fine at the x and y locations given, but when I pass in a degree, it does not rotate and just draws as if the rotation was zero.
Does anyone know what I'm doing wrong? Thank you in advance.
Edit:
When I run this code with an 'r' of 180 or any other degree. This is what my screen looks like. The red circle image looks exactly like that as a regular un-rotated image.