   matrix rotation and translate
  hy , i have an opengl matrix , is possible to separate the rotation component of the matrix from it's translate component?How?thanks.   
  Well  you might want to read up on matrix math, but generally its easy to extract the rotation and translation components, provided that the scaling is 1. Then the rotation matrix is contained in the columns and rows 0-2 whereas the translation part is formed by either column 3 or row 3, depending on your matrix layout.   