Because i'm now into OpenGL shading language programming, I thought it would be a good idea to figure out what actually matrices are.
I now know how simple translation and scaling works using a identity matrix.
But my GLSL book also talks about an inverse matrix, transpose matrix and inversetranspose matrix.
I've figured(thanks to wikipedia :-)) that the transpose of a matrix is that rows are turned into columns(or the other way round).
And i've also found out that the inverse of a matrix is mymatr^(-1) (equals to 1/myattr ?), although I not yet understand how they calculate the inverse of a matrix.
But what I really want to know is, what are the use of those matrices?
Why(and when) do I need them?
I hope y'all can help me a little with this math stuff.
Thanks in advance,