   Help me identify these matrices created by...
  gluPerspective = world matrix!?gluLookAt = view matrix!?GL_MODELVIEW_MATRIX = model*view!?if this all is true then why is my world*view != GL_MODELVIEW_MATRIX :(im comming from direct3d and i got my matrices with:pd3dDevice->GetTransform(D3DTS_WORLD, ...)pd3dDevice->GetTransform(D3DTS_VIEW, ...)pd3dDevice->GetTransform(D3DTS_PROJECTION, ...)edit:ehm... i just found that gluPerspective sets up a perspective projection matrix and not a world matix...now to find out how to create a world matrix...[Edited by - D3DXVECTOR3 on June 11, 2006 2:09:55 PM]
  The concept of modelview matrix in openGL combines the camera/view transformation, which you can create yourself or use gluLookAt, and the object/world transformation which is for rotating and positioning the objects in your scene, thus model + view.Creating your "world matrix" would likely be any combination of glTranslatef and glRotatef to rotate and position your objects in the scene.  To allow adjustable viewing in your scene with a camera, you'd apply the "view" matrix from your camera at the start of the render loop.  Something like:// clear the buffers and reset modelview matrixglClear(...)glMatrixMode(GL_MODELVIEW);glLoadIdentity();// set your "view" transformation firstcamera.applyView();// orgluLookAt(...);// render objectsglTranslatef(...);glRotatef(...);object.draw();Hope that helps!   ;  thx for the reply, but my problems is that I need to have the view, model and proj matrix seperate to use with shaders.if I have these 3 main matrices:World, View, Projection I can build any other matrices. inverse, transpose etc[Edited by - D3DXVECTOR3 on June 13, 2006 12:02:51 AM];  Then apply your view transformation (using a camera object, a combination of glTranslatef/glRotatef, or whatever else you choose), then retrieve and store the matrix:// clear the buffers and reset modelview matrixglClear(...)glMatrixMode(GL_MODELVIEW);glLoadIdentity();float viewMatrix[16];// set your "view" transformation firstcamera.applyView();glGetFloatv(GL_MODELVIEW_MATRIX, viewMatrix);// clear it againglLoadIdentity();// set your "world" matrix transformationsglTranslatef(...)glRotatef(...)// whatever else...float worldMatrix[16];glGetFloatv(GL_MODELVIEW_MATRIX, worldMatrix);As a side note, if you're using a camera object (I do), you'd probably already have the matrix stored somewhere, so retrieving it would be a matter of grabbing data from the class, but that's extra. :PIs that how you wanted it?