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Confused on this C++ question. Can someone point me in the right direction or explain it? What is the transformation order in this case? And

Confused on this C++ question. Can someone point me in the right direction or explain it? What is the transformation order in this case? And would the matrix product be T * R * S?

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Conceptually, there are 6 transformations that are applied in the vertex buffer to a vec 4 from the position buffer in order to get the final position to assign to g1_Position. In practice these are actually combined into one or two matrices to be used in the vertex shader. These transformations are: - animation rotation - world rotation - animation translation - world translation - animation scale - world scale a. (5 points) List those transformations in the order in which they are applied to the position from the buffer. b. (3 points) For the world translation matrix T, the world scale matrix S, and the world translation matrix R, write the matrix product that would combine those into the world transformation matrix

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