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Home/ Questions/Q 7854667
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Editorial Team
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Editorial Team
Asked: June 2, 20262026-06-02T20:08:21+00:00 2026-06-02T20:08:21+00:00

So I can understand things better, I’m trying to get away from calling the

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So I can understand things better, I’m trying to get away from calling the gl transformation functions (glTranslatef / glRotatef etc.) instead I’m creating my own matrices and using glMultMatrixf().

The matrix I’ve created for x/y/z rotation seems to work flawlessly, but my translation matrix appears to collapse all the vertices of my meshes into a single axis.

Am I off base in thinking that passing a matrix:

    { 1.0f,0.0f,0.0f,x
      0.0f,1.0f,0.0f,y,
      0.0f,0.0f,1.0f,z,
      0.0f,0.0f,0.0f,1.0f };

to glMultMatrixf is the same as doing glTranslatef(x,y,z)? (I’m column major. Just to make sure I wasn’t all backwards I transposed the above matrix and it still didn’t work. Just seemed to flatten everything to a different axis.)

Am I missing a normalize step somewhere? When IS it a good idea to normalize your matrices.

Thanks ahead of time for dropping some knowledge on me folks!

These are my rotation Matrices:
XAxis

{ 1.0f, 0.0f, 0.0f, 0.0f,
  0.0f, (float) Math.cos(x), (float) -Math.sin(x), 0.0f,
  0.0f, (float) Math.sin(x), (float) Math.cos(x), 0.0f,
  0.0f, 0.0f, 0.0f, 1.0f }; 

YAxis

{ (float) Math.cos(y),0.0f,(float) Math.sin(y),0.0f,
   0.0f,1.0f,0.0f,0.0f,
  (float) -Math.sin(y),0.0f,(float) Math.cos(y),0.0f,
   0.0f,0.0f,0.0f,1.0f };

ZAxis

 { (float) Math.cos(z),(float) -Math.sin(z),0,0,
   (float) Math.sin(z),(float) Math.cos(z),0,0,
   0.0f,0.0f,1.0f,0.0f,
   0.0f,0.0f,0.0f,1.0f };
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-02T20:08:23+00:00Added an answer on June 2, 2026 at 8:08 pm

    That looks transposed to me. The element order should be:

       0   4   8   12
       1   5   9   13
       2   6   10  14
       3   7   11  15
    

    But you’ve got x in element 3, it should be element 12 (same for y and z).

    ===Edit ===

    sorry just noticed you already said you transposed it. But x should definitely be in element 12, just to confirm it for you. I don’t think you’d have to do anything extra to the matrix to get it to work.

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