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is a matrix that stores right, up and back and translation vectors. It can be thought of as showing where
you are in space and how much is your head tilted
in 3 directions.
See Right-up-back vectors from modelview matrix
The Right, Up and Back vectors are 3 numbers that show the directions where the camera is pointing, i.e. right vector: if the vector in camera space is pointing right, what coordinates does it have in world space?
Upper 3x3 matrix of modelview matrix (0,4,8,1,5,9,2,6,10) is called rotation matrix
Elements (12,13,14) are called translation vector
The bottom row (3,7,11,15) is always (or at least it should be) = [0,0,0,1].
This matrix should be affected by glRotate
calls, i.e. call glMatrixMode(GL_MODELVIEW)
Contrarily: glPerspective, glFrustum should be done on projection matrix
model = glGetDoublev(GL_MODELVIEW_MATRIX)