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get_transformation_matrix - Man Page

Constructs X, Y, Z rotation matrices with an angle and scaling. Allegro game programming library.


#include <allegro.h>

void get_transformation_matrix(MATRIX *m, fixed scale, fixed xrot, yrot, zrot, x, y, z);


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), scale the result by the specified amount (pass 1 for no  change of scale), and then translate to the requested x, y, z position.

See Also

apply_matrix(3), get_rotation_matrix(3), get_scaling_matrix(3), get_translation_matrix(3), ex3d(3), exstars(3)

Referenced By

ex3d(3), exstars(3), get_rotation_matrix(3), get_scaling_matrix(3), get_transformation_matrix_f(3), get_translation_matrix(3).

version 4.4.3 Allegro manual