In a previous post, I talked a bit about the context in which OpenGL ES 2.0 shaders “live.” Aside from having to write shaders, the other big change between OpenGL ES 1.x and 2.0 is that applications have to manage their own matrices. There are many tutorials out there – the problem is that some of the information that they present appears to be contradictory, particularly in terms of the order in which you combine matrices. There’s a reason for this, which we’ll go into in a minute. But first, let’s talk about the critical matrices for OpenGL ES applications.