Quick VecMath question...

When in lwgl I load matrix as transpose, is it stored in OpenGL for in the matrix or are the blocks put into right places? What about when I store as transpose, does the library force my transpose vector into a floatbuffer in transpose form?

I just need to check this since I’ve been getting really strange results and I’m getting really tired and I’m not sure whether it is lwgl or my eye who are trixing me.

Anyhow can someone explain how this works? If I store non transposed vector like for example view matrix, is it going to be in transpose for or do I have to manually put the things in correct places?

What about quaternion, will we ever see those in standard library?

Quats - not unless somebody who understands 'em wants to do it. IMHO they are an unnecessarily computationally expensive and esoteric bit of mathematical exotica best left to textbooks. There are cheaper and easier ways to do what they do;

Matrics - no idea :slight_smile: Look at the source and see if it does what you’re expecting it to.

Cas :slight_smile: