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guRotateRPY
guRotate

Format
#include "gu.h"
void guRotate(Mtx m,
   float a, float x,
   float y, float z )
void guRotateRPY(Mtx m,
   float r, float p, float y )
Arguments
  • m is the resulting 4x4 projection matrix.
  • a is the angle in degrees (positive angles represent counter-clockwise rotation)
  • x, y, z specify the axis of rotation.
  • r, p, y specify the roll, pitch, and yaw in degrees
What This Function Does
These functions work together to compute and return a fixed-point 4x4 rotational modeling matrix (m). For a detailed description of the fixed-point matrix format, see gSPMatrix.

See Also
guRotateF
guRotateRPYF
guTranslate
guScale
guPosition
guAlign
gSPMatrix
glRotate(3G)



Nintendo® Confidential

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Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated January 1998