Using a Matrix to Draw a Texture.

Alright so I'm confusing myself with Matrices at the moment and I'm not to sure if what I'm doing is right.
Anyway what I want to do is fill a 3x3 Matrix with data the holds the position of a texture its rotation
and it's scale.

So lets say I want to rotate my Texture 45 degrees and scale it 0.5 on both the x and y.

So i do all the matrix function I made to my matrix which starts off as
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1, 0, 0	//11, 21, 32	Representing the matrices positions
0, 1, 0	//12, 22, 32
0, 0, 1	//13, 32, 33 


Now I use my functions:

Give a position of 10x, 15y
Output:
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1,  0,  0
0,  1,  0
10, 15, 1


Scale(0.5)
Output:
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0.5, 0.0, 0.0
0.0, 0.5, 0.0
10,  15,  1


Rotate(45)
Output: [Fully Transformed]
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0.353,  0.353, 0.0
-0.353, 0.353, 0.0
10.0,   15.0   1.0


Now this isn't my actual function but this is the output I'm getting. So now my problem is:
This matrix is meant to be for displaying a 2d texture to the screen with openGL.

So somehow I gather I'm meant to pull out the co-ords for each vertex / position(?) in the quad in openGL

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glBindTexture(GL_TEXTURE_2D, image);
glBegin(GL_QUADS);

glTexCoord2f(0,0);
glVertex2i();

glTexCoord2f(1,0);
glVertex2i();

glTexCoord2f(1,1);
glVertex2i();

glTexCoord2f(0,1);
glVertex2i();

glEnd();


I know how to just display a normal texture like this in openGL but I don't know how I put the values from my Matrix into the glVertex2i(,).

Reason I'm doing this is so I can scale / rotate the texture and it's also for some work I'm doing. I'm just struggling to understand how to insert my matrix into something like this.

Thanks Guys.
I'd ask this in gamedev.net.
Lol, sadly I've been trying.
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