I need some clarification about glRotatef function. I have a rectangular plane with normal ax + by + cz = 0;

I would like to rotate it along (0, 1, 0) i.e. Y-axis.

I can find the in-between angle by dot product. Suppose the angle is theta in degree. Now how can I use glRotatef function to rotate the plane so that the new normal to the plane is along (0, 1, 0) vector; Is the following ok?

glRotatef( - theta, a, b, c);

If not, what will be the correct version?