title: Opengl order of matrix transformations
body: <p>Let's say I have a blue 3D box (where the top side is red colored).</p>
  
  <ol>
  <li>Now I call glScalef(1, 10, 1).</li>
  <li>Then I call glRotatef(90, 0, 1, 0).</li>
  <li>Then i render the cube.</li>
  </ol>
  
  <p>What i expected is to see the the red side facing and stretched towards the screen (along the Y axis of the model).</p>
  
  <p>But what im seeing is this:
  The red side is facing the screen (as expected).
  But the stretch is occurring on the Y axis of the view space (not the model).</p>
  
  <p>I do know that if I set the scale along the Z axis, then i'll get the right result.
  But my confusion is that i thought scaling up on the Y axis, then rotating the box, would give me the right result.</p>
  
  <p>What am i missing?</p>