You can do it by changing the handle as described above. Alternatively, here's my guess at what happens.
In OpenGL, which the BlitzMax graphics are based on, there is a coordinate system XYZ which can of course be rotated, translated, scaled, etc, and you make one change to it at a time. So if you do a rotation, say, then any lines or shapes or whatever that you draw afterwards are drawn with that rotation, until you change it to something else. However, I am guessing that with each CALL to rotate or scale or whatever, BlitzMax pushes the current settings onto the stack, does the rotation of a single object relative to a totally unrotated coordinate system, then pops the original settings back off the stack at the end. So then the next object comes along and it does it all over again starting from scratch. So what you're up against is probably actuall the way BlitzMax has implemented handling objects as separate, rather than being able to know that you might want to keep a certain rotation and apply it to all upcoming object drawing. That's my guess anyway. You could directly access OpenGL to set the rotation and such, not using the BlitzMax calls, and it should apply to all objects so long as Blitzmax doesn't reset it all for each object.
In OpenGL, which the BlitzMax graphics are based on, there is a coordinate system XYZ which can of course be rotated, translated, scaled, etc, and you make one change to it at a time. So if you do a rotation, say, then any lines or shapes or whatever that you draw afterwards are drawn with that rotation, until you change it to something else. However, I am guessing that with each CALL to rotate or scale or whatever, BlitzMax pushes the current settings onto the stack, does the rotation of a single object relative to a totally unrotated coordinate system, then pops the original settings back off the stack at the end. So then the next object comes along and it does it all over again starting from scratch. So what you're up against is probably actuall the way BlitzMax has implemented handling objects as separate, rather than being able to know that you might want to keep a certain rotation and apply it to all upcoming object drawing. That's my guess anyway. You could directly access OpenGL to set the rotation and such, not using the BlitzMax calls, and it should apply to all objects so long as Blitzmax doesn't reset it all for each object.