Here's the page: http://secondlife.com/badgeo/wakka.php?wakka=Rotation
And the specific example is at the bottom:
When rotating a vector, the rotation must appear to the right of the vector:
vector new_vec = old_vec * x_45; // compiles
vector new_v = x_45 * old_v; // doesn't compile
Note: An object can be rotated around an arbitrary point by multiplying a vector by a rotation in the manner described above. The vector should be the difference between the object's current position and the desired "center-point" of rotation. Take the result of the multiplication and add it to the object's current position. This vector will be the "new location" the object should be moved to.
vector currentPos = llGetPos();
vector rotPoint = llGetPos() + <1, 1, 1>; // in global coordinates
vector newPos = rotPoint + ((currentPos - rotPoint) * x_45);
llSetPos(newPos);
On a cube primitive, this code segment produces no change. The cube is set to ZERO_ROTATION. What's going on?