   values of modelview matrix
  Does anyone know what each of the values in the modelview matrix represent? Ive been searching online for a while and I couldnt find a source that explains this. If anyone knows or has some links to pages that explain what the values represent that would be greatly appreciatedThanks   
  Do you mean the float array that the matrix contains, or the parameters that build up the matrix, like translation and rotation.I guess you mean the float array values. These values are used in the following equation, which can be used to transform a point:res.x = x * m.m[0][0] + y * m.m[1][0] + z * m.m[2][0] + w * m.m[3][0],res.y = x * m.m[0][1] + y * m.m[1][1] + z * m.m[2][1] + w * m.m[3][1],res.z = x * m.m[0][2] + y * m.m[1][2] + z * m.m[2][2] + w * m.m[3][2],res.w = x * m.m[0][3] + y * m.m[1][3] + z * m.m[2][3] + w * m.m[3][3],note that the w coordinate is always set to 1 for normal 3D coordinates.It isn't really neccasery to understand them completely, just knowing the equations should sufficent most of the time, but if you want to try, you can best see each row/column (depending on whether it's a column or row major matrix) as a vector in the original space, representing the base vector in the destination space. To transform points from the original space to the destination space, a dot product is taken between a point, and the base vector, to find out how far the point is on the given axis. The result of the dot product will be used as the value for the given coordinate.For example, you have a matrix that transforms a points from world space to camera space (where the +z would be away from the camera). The camera is looking downward. The camera matrix contains a vector that represents the z axis in world space, which would be a vector that's pointing downward. This vector would be Vector3D(0,-1,0). Now if we want to find out the camera space z axis of a point, it would simply be the negative y coordinate of the world space point. (because the z = Dotproduct(pt,Vector3D(0,-1,0));With a 3x3 matrix this is still pretty easy to comprehend, but a 3x3 matrix can only do transformations like rotating, scaling and some others. Translation by example isn't possible with a 3x3 matrix. To solve this, OpenGL uses 4x4 matrices, which operate in 4D homogeneous space. 4D homogeneous coordinates in fact are 3D coordinates, where each 3D point is represented by a line in 4D space.   ;  Don't cross post.   