Original Post
Hello guys! I'm posting this message here, cause to show what I ask about, I will use OpenGL commands. But this topic is rather about Math... So... In OpenGL when we will call: glRotatef(90, 0,1,0); //90 deg around y axis glRotatef(90, 0,0,1); //90 deg around z axis glBegin(GL_LINES); glVertex3f(0,0,0); glVertex3f(1,0,0); glEnd(); We will see a vector drawn as (0,1,0). Now when we take the current transform matrix, and multiply vector (1,0,0) by this matrix, we will have the result of (0,0,1). My question is, why does it happen? Thank you for any help and explanatins! :D