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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