Hi everyone !

I don't get why in GLSL you transform a vertex like this:


Code:
vec4 result = matrix * vertex;



While in OSG I have to do it in the reverse order :


Code:
osg::Vec4 result = vertex * matrix;



Is it due to the Matrices major mode that are different from OpenGL and 
OpenSceneGraph ?

Thanks for demystifying me!

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=73145#73145





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