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OpenGL Mathematics (GLM) is a programming library written in C++. Transforming models in 3D space is an essential aspect of graphics and games development. Matrix rotations, translations, and scaling, require essentially the exact same understanding regardless of which graphics API you’re using. In this tutorial, I demonstrate how to perform model rotations in OpenGL by multiplying matrices together. I’ve also created some awesome animations – you get to see exactly what happens inside the matrices – A fully animated geometric representation of the trigonometry involved. Video 1: How to rotate 3D Models in OpenGL... You're watching it now :) Video 2: • How to Scale 3D Models in OpenGL – An Awes... Video 3: • How to Translate (Move) 3D Models in OpenG... Video 4: • How to Shear Transform 3D Models in OpenGL... You might also find the following videos helpful... OpenGL Model Loading Part 1: • OpenGL Tutorial 5 (QS) – Model Loading (PT... (Shows you how to use Assimp to load models that you've created in 3D modelling software such as Blender) OpenGL Spinning Orbiting Cubes: • OpenGL Tutorial 3 (QS) – Spinning Orbiting... (Shows you how to use the GLM maths library to produce model transformations) Source code for this tutorial: https://www.programmingcreatively.com... 00:00 - Recap of model loading and GLM 00:52 - Getting started with model rotations 03:44 - Combined rotations (X-axis with Z-axis) 05:13 - Introducing single axis rotation geometry 06:13 - Two axes rotation geometry (multiplication) 08:56 - Model rotations directly inside the vertex shader