<dd>The default constructor of all matrix types creates an identity matrix.</dd>
<dt>glMultMatrix[fd]</dt>
<dd>Per the GLSL specification, the multiplication operator is overloaded for all matrix types. Multiplying two matrices together will perform matrix multiplication.</dd>
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
/// @see - gtc_matrix_transform
/// @see - gtx_transform:
/// - @link glm::gtx::transform::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link glm::gtx::transform::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link glm::gtx::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link glm::gtx::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
/// Builds a scale 4 * 4 matrix created from 3 scalars.
/// @see - gtc_matrix_transform
/// @see - gtx_transform:
/// - @link glm::gtx::transform::scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
/// - @link glm::gtx::transform::scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link glm::gtx::scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
/// - @link glm::gtx::scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink