Provided by: allegro4-doc_4.4.3.1-4.1build3_all bug

NAME

       get_rotation_matrix,  get_rotation_matrix_f  -  Constructs  X,  Y,  Z  rotation  matrices.  Allegro  game
       programming library.

SYNOPSIS

       #include <allegro.h>

       void get_rotation_matrix(MATRIX *m, fixed x, fixed y, fixed z);

       void get_rotation_matrix_f(MATRIX_f *m, float x, float y, float z);

DESCRIPTION

       Constructs a transformation matrix which will rotate points  around  all  three  axes  by  the  specified
       amounts  (given in binary, 256 degrees to a circle format). The direction of rotation can simply be found
       out with the right-hand rule: Point the dumb of your right hand towards the  origin  along  the  axis  of
       rotation,  and the fingers will curl in the positive direction of rotation. E.g. if you rotate around the
       y axis, and look at the scene from above, a positive angle will rotate in clockwise direction.

SEE ALSO

       apply_matrix(3alleg4),      get_transformation_matrix(3alleg4),      get_vector_rotation_matrix(3alleg4),
       get_x_rotate_matrix(3alleg4),         get_y_rotate_matrix(3alleg4),         get_z_rotate_matrix(3alleg4),
       get_align_matrix(3alleg4), ex12bit(3alleg4), exquat(3alleg4), exstars(3alleg4)