> (why not use premultiplication like 
> everyone else, including OpenGL?)

???

1) The OpenGL spec uses postmultiplication notation. If the current top of
matrix stack is C, and you call glMultMatrix( M ), then the new top of
matrix stack is CM. See OpenGL specification under MultMatrix.

2) It's just a notational convention anyway. Again, see the OpenGL spec
under MultMatrix.

Finally, I believe that if you have a MatrixTransform parent containing a
translation, and a MatrixTransform child containing a scale, then the
results would be the same as if you had made the following OpenGL calls:
  glTranslatef()
  glScalef()

Robert, please correct me if I'm wrong here. I'm just getting to writing the
QSG section on matrices...
   -Paul

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