OpenGL matrices
- In OpenGL, all vectors (at least internally) have 4 components and all transformations are represented by 4 by 4 matrices
- the transformation matrices are stored as sequences of 16 numbers in the following order:
Note: the indices in the matrix above are not C array indices;
they start with 1. Never use two-dimensional C arrays to represent
OpenGL matrices, use one-dimensional arrays of length 16.