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is this OpenGL Matrix form for a camera

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I'm just curious if I have the correct idea on how OpenGL stores matricies in memeory camera_matrix_ is a float[16]
    camera_matrix_[ 0] = final_right.x_;
    camera_matrix_[ 1] = final_up.x_;
    camera_matrix_[ 2] = final_look.x_;
    camera_matrix_[ 3] = 0.0f;
    camera_matrix_[ 4] = final_right.y_;
    camera_matrix_[ 5] = final_up.y_;
    camera_matrix_[ 6] = final_look.y_;
    camera_matrix_[ 7] = 0.0f; 
    camera_matrix_[ 8] = final_right.z_;
    camera_matrix_[ 9] = final_up.z_;
    camera_matrix_[10] = final_look.z_;
    camera_matrix_[11] = 0.0f; 
    camera_matrix_[12] = - position_.x_;
    camera_matrix_[13] = - position_.y_;
    camera_matrix_[14] = - position_.z_;
    camera_matrix_[15] = 1.0f;

[Edited by - stringa on June 29, 2008 7:36:35 PM]

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I think using the camera matrix to understand OpenGL matrices is a bad idea, because the camera matrix is
usually transposed in the first place.

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