To "rotate" the texture without rotating the vertexes, the quad, triangle or anything else remains untouched while the texture rotates in a flexible manner (not in the typical 0 ,90, 180, 270 which are nearly trivial, that would also be flipping which is already possible).
Say I want to use a 256x256 (or any not too big resolution in the end) repeated texture as a background and I want to create the illusion of movement, so you "transform" the texture mapping coordinates according to what you need (in this case a rotation).
Something like:
Spr.rotateTexture(1);
/**So in each loop it changes how the texture is mapped by one degree.
*Like the transformations of any transformable.
*Just that instead of it's vertices it's the texture mapping that changes */
If it was not enough then I'll try to illustrate it some other way.