	// set the contents of a matrix so that it performs no transformation
	SetIdentityMatrix( &matrix );
	
	// modify the contents of a matrix so that it defines a rotation operation
	// 90 degrees to the right - anchor at 0.0 top-left 
	RotateMatrix( &matrix,			// pointer to the matrix structure
				  Long2Fix( 90 ),	// the number of degrees of rotation NOTE: THIS IS A FIXED VALUE
				  0,				// x coordinate of anchor point
				  0 );				// y coordinate of anchor point
	
		  
	// we need to return the top-left corner of the rotated image back to it's
	// origin, so add a translation value to a specified matrix 
	TranslateMatrix( &matrix,							// pointer to the matrix structure
					 Long2Fix( naturalBounds.bottom ),	// deltaH - value added to the x coordinate NOTE: FIXED VALUES
					 0 );								// deltaV - value added to the y coordinate 
	
	// set the transformation matrix to use for drawing an image			 
	err = GraphicsImportSetMatrix( importer, &matrix );