I've been having trouble working out the matrix math for my WebGL scene. Nothing I've tried seems to display correctly.
In my 3D world I have a number of models. Each model has an XYZ vector for position, rotation and scale within the world. The camera has a vector for position and rotation.
What is the best (and obviously working) way to convert these vectors to a model-view matrix for each model to pass to the shader?
Thanks in advance! :)