Matrix in OpenGL

[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