I want to interchange the order of rotation and translation.
This is the original:

glRotated(angle,0.0,0.0,1.0);
glTranslated(x0,y0,z0);


And this is the changed version that should be the exactly identical transformation:

glTranslated(x1,y1,z1);
glRotated(angle,0.0,0.0,1.0);

Does anyone know the formula, how to calculate x1 y1 z1 from x0 y0 z0 and angle ?
I need this to combine two translations that almost cancel and produce rounding errors.