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Home/ Questions/Q 8468583
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Editorial Team
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Editorial Team
Asked: June 10, 20262026-06-10T15:58:33+00:00 2026-06-10T15:58:33+00:00

I really couldn’t get the idea. Ok, it converts from model coordinates to world

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I really couldn’t get the idea. Ok, it converts from model coordinates to world coordinates but what does it consist of? rotation or translation or scaling? How can i get modeling transformation matrix?

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  1. Editorial Team
    Editorial Team
    2026-06-10T15:58:34+00:00Added an answer on June 10, 2026 at 3:58 pm

    Ok, it converts from model coordinates to world coordinates but what does it consist of?

    The modelview transform is a mapping W(v): R^4 → R^4. The exact mapping can be freely defined using a vertex shader. In the usual case it follow the fixed function pipeline, which uses a linear mapping v’ ⟼ M v, where M is a 4×4 matrix.

    rotation or translation or scaling?

    It’s a mapping R^4 → R^4. Any mapping that falls into this group can be used as a modelview transform. Rotations, scalings and translations and any combination of them fall into the group, but there are many more.

    How can i get modeling transformation matrix?

    From OpenGL? Preferrably not, because OpenGL is not a math library. In fact, that whole matrix stack has been stripped away from later versions of OpenGL. You build those matrices yourself (hence you already have them) and then load them into a OpenGL uniform state variable.

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