hi…
anyone cant tell me here what is the opengl’s matrix order?
0 4 8 12
1 5 9 13
2 6 10 14
3 7 11 15
i’ve seen this somewhere, but i would like to know what is the translation vector in the matrix and the rotation part of the matrix (X,Y,Z axis?)
well this is just to know how can i use glGetFloatv()
then i can make a matrix class that fits the opengl way of doing transformations, and so i can know from where i can load the Rotation matrix or the Translation vector of the opengl modelview matrix…
thanks in advance
aaaaarrrrrrrrghhh
right or left matrix orientation , quaternions in wxyz or xyzw order, (0,0) is topleft or bottomleft of the screen, in 3d y is pitch and z is roll or y is roll and z is pitch.
ppl can we get it together.
i dont know how much time ive wasted because of different ‘standards’