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sunrisefe

OpenGL reason to supply glLoadTransposeMatrix(*m) and glMultTransposeMatrix(*m)

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it's due to that the matrix in opengl is colomn-major ordered, but in mathematic the matrix is row-major ordered, so if we want to do the matrix's multiply operation, we should get the transpose matrix of our matrix. Is my explanation reasonable? thank you

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More likely it happens because it doesn't match C/C++.
Math counts to a certain point. Graphics "approximation" of fresnel term function will probably make every mathematician to run away screaming.

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