[0 4 8 12] [1 5 9 13] [2 6 10 14] [3 7 11 15] 4x4 matrix in memory. [R0 R3 R6 Tx] [R1 R4 R7 Ty] [R2 R5 R8 Tz] [ 0 0 0 1]
‘R’ represents rotations and scaling (and shearing)
‘T’ translation
First, I read the matrix and print it.
float x[16]; int i; //read the 4x4 matrix and store in x glGetFloatv (GL_MODELVIEW_MATRIX, (float*)x); //print the matrix for(i=0; i