--- old/modules/javafx.graphics/src/main/java/javafx/scene/transform/Rotate.java 2018-07-31 08:50:35.352021400 +0300 +++ new/modules/javafx.graphics/src/main/java/javafx/scene/transform/Rotate.java 2018-07-31 08:50:35.087022400 +0300 @@ -44,14 +44,12 @@ * intermediate origin is restored to the coordinates of the original * anchor point (S3). *

- * For example, the matrix representing the returned transform of - * new Rotate (theta, x, y, z) around the Z-axis - * - * is : + * The matrix representing the rotation transformation around an axis {@code (x,y,z)} + * by an angle {@code t} is as follows: *

- *              [   cos(theta)    -sin(theta)   0    x-x*cos+y*sin  ]
- *              [   sin(theta)     cos(theta)   0    y-x*sin-y*cos  ]
- *              [      0               0        1          z        ]
+ *              [   cos(t)   -sin(t)   0   x-x*cos(t)+y*sin(t)   ]
+ *              [   sin(t)    cos(t)   0   y-x*sin(t)-y*cos(t)   ]
+ *              [     0         0      1           z             ]
  * 
*

* For example, to rotate a text 30 degrees around the Z-axis at