Matrix used in google SketchUp and in joglutils.

Google SketchUp used one single Matrix for describing an object’s translation, scaling, rotation etc. By comparison, maya used separated values. For example, from the collada example Seymour_triangulate.dae we can see the following lines:
0.450181 0.049889 0.340342
0 0 1 -81.9269
0 1 0 -3.10948
1 0 0 0
0 0 1 42.183
0 1 0 -5.78704
1 0 0 -150

From google 3D warehouse we find the following lines in one example wardrobe


0.871790 0.103429 -0.478837 -43.238855
-0.489880 0.184062 -0.852138 -118.299411
-0.000000 0.977458 0.211131 65.074399
0.000000 0.000000 0.000000 1.000000

<instance_camera url="#Scene_1-camera"/>

We can understand the way maya is using because it is straight and matches joglutils perfectly. But we just can not make the google sketchUp correct. I mean not matter how we try, the camera always looks at elsewhere. We wonder if matrix used in google sketchup is different from what we used in joglutils. Can anybody help me?

You are probably facing the two different matrix notations here: column major and row major notation. I don’t know which notation google uses, but jogl / opengl uses column major. See http://www.opengl.org/resources/faq/technical/transformations.htm and http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html for details on (opengl)matrices

The articles you mentioned are good lessons.
But forget about this question. It is a stupid mistake I made. I exchanged the order multiplier and multiplicand when doing the multiplication. It is why I got uncontrollable result. The matrixes used in maya and google sketchup are the same.