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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T15:20:40+00:00 2026-05-23T15:20:40+00:00

Normally, square matrices are used to transform various points. You have a 4D vector

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Normally, square matrices are used to transform various points. You have a 4D vector which transforms into a 1×4 or 4×1 matrix, which is multiplied by a 4×4 matrix on whichever side works to create a 4×1 or 1×4 matrix. This is your transformed point.

But what are non-square matrices used for? If you multiply a 3×4 matrix by a 4×1 vector matrix, you end up with a 3×1 matrix; that’s one less dimension than what you started with. Not to mention that a 3×4 matrix doesn’t have the nice properties of a 4×4 matrix such as the ability to multiply by other 4×4 matrices and still retain the same dimensions.

GLSL supports both square matrices and non-square matrices. Why?

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  1. Editorial Team
    Editorial Team
    2026-05-23T15:20:40+00:00Added an answer on May 23, 2026 at 3:20 pm

    You can use 4×3 matrices for, for example, skeleton bone transformations in skinning. These transformations are affine and don’t include projection, so you don’t need the last column.

    The result of the multiplication of 1×4 vector and 4×3 matrix is a 1×3 vector, and in this particular case you don’t need to multiply it with a matrix.

    Passing 4×3 matrices to GPU instead of 4×4 will save you a quarter of bandwidth.

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