   Transforms / 4x4 matrices
  Hi,At the moment I have stored (in a transform class) a translation as a 3 float component vector, a rotation as a 3x3 matrix, and a unified scale component as a float. I require the ability to create a 4x4 tranformation matrix out of these (representing a model view matrix of the camera) but I am having a hard time finding info on creating that matrix with the above data. Anyone know some good sites they can point me towards? Thanks.   
  From Wild Magic Engine:Wm4Transformation.hWm4Transformation.inlWm4Transformation.cppWm4Transformation::GetHomogeneous will address your question.   ;Quote:Original post by McFuryAt the moment I have stored (in a transform class) a translation as a 3 float component vector, a rotation as a 3x3 matrix, and a unified scale component as a float. I require the ability to create a 4x4 tranformation matrix out of these (representing a model view matrix of the camera) but I am having a hard time finding info on creating that matrix with the above data. There are various topics with this OP. What exactly are you looking for?a) How to make a homogeneous transformation  matrix from an affine transformation matrix.b) How to make a translation matrix, rotation matrix (okay, you already seem to have one), and scaling matrix from the respective parameters.c) How to (especially in which order) concatenate them to get a single matrix.d) How to consider co-ordinate frame parenting?BTW: A model matrix usually relates a model to the world. Dealing with the camera as part of the world, one usually names its matrix the camera matrix. The view matrix is its inverse, namely how the world is related to the view space. Hence "model view" describes a composition of a model and a view matrix, namely how a model is transformed from its local space to view space.   