gl.glRotatef(30, 1.0f, 0, 0);
gl.glRotatef(40, 0, 1.0f, 0);
gl.glRotatef(50, 0, 0, 1.0f);
gl.glRotatef(rot, 1.0f, 1.0f, 1.0f);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, red, 0);
gl.glBegin(GL.GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
gl.glVertex3f(r1 * (float) Math.cos(angle), r1