Ok, i have found the way (doing old school matrix multiplications), here is the correct rotation matrix for YXZ Euler Rotation Order:
void EulerToMatrixYXZ (floa R,float x, float y, float z) { floatl A,B,C,D,E,F; A = cos(x); B = sin(x); C = cos(y); D = sin(y); E = cos(z); F = sin(z); mat[0] = C*E - F*B*D; mat[1] = -F*C - E*B*D; mat[2] = -A*D; mat[4] = A*F; mat[5] = A*E; mat[6] = -B; mat[8] = F*B*C+D*E; mat[9] = -F*D+E*B*C; mat[10] = A*C; mat[3] = mat[7] = mat[11] = mat[12] = mat[13] = mat[14] = 0; mat[15] = 1; }