get_rotation_matrix man page on DragonFly

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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 rota‐
       tion 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 ori‐
       gin along the axis of rotation, and the fingers will curl in the	 posi‐
       tive  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_rota‐
       tion_matrix(3),	   get_x_rotate_matrix(3),     get_y_rotate_matrix(3),
       get_z_rotate_matrix(3),	 get_align_matrix(3),  ex12bit(3),  exquat(3),
       exstars(3)

Allegro				 version 4.4.2		get_rotation_matrix(3)
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