>>13256587>But why do i have to multiply out the matrices first?Matrix form is just a neat way to represent linear equations.
Writing the following:
Is exactly the same as writing:
You said you want to do without matrices so I multiplied them for you and there were a lot of zeroes in rotation matrices which is why the u, v equations were relatively small.
>Also, when do i know or specify the matrix is read by row or by columnThat is just a convention. Pic related is the one where matrix[row][column] but it could have easily been matrix[column][row] but the former probably has a better memory alignment.
Note that there are more multiplications which should make it slower but it's actually probably faster because of caching and pipelining.
Linear algebra is trivial to implement in code and you will have to learn it in order to do anything in 3D (here is a snippet from one library where most of vector functions are implemented as well as rotations
http://ix.io/3pli). Modern OpenGL requires you to know linear algebra.