It is an application of Cramer's Rule
(http://en.wikipedia.org/wiki/Cramers_rule#Finding_inverse_matrix). For
small matrices (up to 4x4 or thereabout) it is the most efficient way of
finding the inverse as it does not contain any branches.

-Marten

Braden Walters wrote:
> Hi. I've been studying a lot about 3D programming and a lot of the lower
> levels of it lately. After a talk with thebolt about local rotations on
> transformation matrices, I began Googling like crazy for more
> information. I eventually on paper figured out how a 2x2 inverse should
> look in code. While looking for information on how to do this with
> larger matrices, I looked into the CS code. I found what i was looking
> for, but couldn't understand the origin of why specific values were used
> in the places they were.
> http://www.crystalspace3d.org/docs/online/1.4/api/matrix4_8h-source.html#l00208
>  That is the page I looked at. I'm quite confused from where the order of 
> values came in GetInverse(). Thank you very much in advance for any help.
> 
> 
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