When I am using matrices in my opengl program I have been doing multiples left to right.
so say M is my original matrix. if i want to apply a rotation to M i would multiple the rotation matrix R to M in this fation
Mrotated =M*R
does it mater whether I am using a row major system vs column major system when it come to the direction of my multiply? meaning
this, applying a rotation to M: M*R
versus
this, applying a rotation to M: R*M
or are these two separate issues?