Transformations


Each transformation post-multiplies the current modelview matrix :
M = M x T, therefore vertex = M x T x vertex ( column order ),
i.e. The vertex is FIRST affected by the LAST transformation.
Read the code UPWARD
[Up Arrow] glMatrixMode(GL_TEXTURE);
glLoadIdentity()*;

glMatrixMode(GL_PROJECTION);
glLoadIdentity()*;
glFrustum / glOrtho(l,r,b,t,n,f);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity()*;

(...)

glTranslatef(x,y,z);
glScalef(x,y,z);
glRotatef(angle, x, y, z);
glMultMatrix{fd}(matrix);

glVertex3fv(vcoord[i]);
[Monitor]