What is the correct method to get the transformation matrix in Irrlicht from yaw, pitch and roll values? For example, there are methods such as D3DXMatrixRotationYawPitchRoll ( matrix , yaw, pitch , roll ) ;
And how to apply it to the camera? Something like matrix.transform ( ) ? What are the analogues in Irrlicht?
Also, any solutions will be interesting: on ogre, directx, pure opengl, delta3d.