Hi. I've been studying a lot about 3D programming and a lot of the lower levels of it lately. After a talk with thebolt about local rotations on transformation matrices, I began Googling like crazy for more information. I eventually on paper figured out how a 2x2 inverse should look in code. While looking for information on how to do this with larger matrices, I looked into the CS code. I found what i was looking for, but couldn't understand the origin of why specific values were used in the places they were. http://www.crystalspace3d.org/docs/online/1.4/api/matrix4_8h-source.html#l00208 That is the page I looked at. I'm quite confused from where the order of values came in GetInverse(). Thank you very much in advance for any help.
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