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get_rotation_matrix(3)		 Allegro manual 	  get_rotation_matrix(3)

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 cir-
     cle  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(3),	get_transformation_matrix(3),	 get_vector_rotation_ma-
     trix(3),  get_x_rotate_matrix(3),	get_y_rotate_matrix(3), get_z_rotate_ma-
     trix(3), get_align_matrix(3), ex12bit(3), exquat(3), exstars(3)

Allegro 			  version 4.4.3 	  get_rotation_matrix(3)

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