Original Post
As the cheater I am I got tired of messing around with transformation matricies and trying to make them go with OpenGL. Instead I used OpenGL's own functions so that I could be sure that it would look the way it should. For example, when I want to rotate I do this:
glPushMatrix();
glLoadIdentity();
glMultMatrixd(matrix);
glRotated(angle,0,1,0);
glGetDoublev(GL_MODELVIEW_MATRIX, matrix);
glPopMatrix(); It works fine. But I was wondering how heavily optimized is OpenGL and is my solution slower or faster than doing your own math? Or does it not make any difference? I think it's the later but I'm not sure. At least my solution works :)