opengl's matrix...

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


The translation part is the vector (12 13 14)
And the rotation matrix (3x3) is
0 4 8
1 5 9
2 6 10

U could use a 3x4 matrix but the values 3 7 11 and 15 are here to use a scale factor (but usually, 3 = 7 = 11 = 0 and 15=1

thanks jc!
now i can try build a matrix class that performs the transformations the same as opengl does (i guess
time to check it out… byee

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’