For post-multiplication:

M = (T1A x T1B x T1C) x (T2A x T2B x T2C) x (T3A x T3B x T3C)

wv = M x v

v = vertex in local space

wv = vertex in world space

For OpenGL:

glMultMatrix(T1A);

glMultMatrix(T1B);

glMultMatrix(T1C);

is equal to

glMultMatrix(T1A x T1B x T1C);

For <translate> to <matrix> conversion:

<translate>2 3 4</translate>

is equal to

<matrix>1 0 0 2 0 1 0 3 0 0 1 4 0 0 0 1</matrix>

For OpenGL:

GLfloat T1A[] = {2, 3, 4};

glTranslatefv(T1A);

is equal to

GLfloat T1A[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 2, 3, 4, 1};

glMultMatrixf(T1A);

Mark, does this make sense?

Herbert