Provided by: allegro4-doc_4.4.3.1-5_all 

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)
Allegro version 4.4.3 get_rotation_matrix(3alleg4)