Or copy the quad's verts into a separate, pre-made quad mesh, RotateMesh, then copy the verts back. This has the benefit of doing hardware accelorated rotations instead of doing it in software with those slow cos/sin calls. Of course, there's still going to be some overhead having to do the vertex copying, but I'm pretty sure it'll still be faster.
Rotating a 'quad' .. How to?
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