i`m trying to calculate the matrix for camera rotation rotation around the 0-X axes: { 1, 0, 0 0, cosX, -sinX, 0, sinX, cosX} rotation around the 0-Y axes: {cosY, 0, sinY, 0, 1, 0, -sinY 0, cosY} rotation around the 0-Z axes: {cosZ, -sinZ, 0 sinZ, cosZ, 0 0, 0, 0} after multiplication of the matricies we`

ll yield the matrix, which rotates the camera around the global X,Y,Z axes:

matrix[0]=cosY*cosZ; matrix[4]=-cosY*sinZ; matrix[8]=sinY; matrix[12]=0;

matrix[1]=sinX*sinY*cosZ+cosX*sinZ; matrix[5]=-sinX*sinY*sinZ+cosX*cosZ; matrix[9]=-sinX*cosY; matrix[13]=0;
matrix[2]=-cosX*sinY

*cosZ+sinX*sinZ; matrix[6]=cosX

*sinY*sinZ+sinX

*cosZ; matrix[10]=cosX*cosY; matrix[14]=0;

matrix[3]=0; matrix[7]=0;matrix[11]=0; matrix[15]=1;

To manipulate the camera - we have 2 angles: x, y cordinates of the mouse - turn around the Y and X axes.

This two angles - LOCAL to camera.(if global Y-not zero than global X not zero and global Z not zero).

Local camera 0Z axes always lies in global X0Z coordinates

How to project this 2 local mouse angles on to 3 global angles?