View Full Version : opengl's matrix...

11-05-2000, 07:30 PM
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

11-05-2000, 10:07 PM

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

11-06-2000, 09:38 AM
thanks jc! http://www.opengl.org/discussion_boards/ubb/smile.gif
now i can try build a matrix class that performs the transformations the same as opengl does (i guess http://www.opengl.org/discussion_boards/ubb/smile.gif
time to check it out.. byee http://www.opengl.org/discussion_boards/ubb/smile.gif

11-06-2000, 10:30 AM
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'