static int glhInvertMatrixf2(float[] m, float[] out) {
        float[][] wtmp = new float[4][8];
        float m0, m1, m2, m3, s;
        float[] r0, r1, r2, r3;
        r0 = wtmp[0];
        r1 = wtmp[1];
        r2 = wtmp[2];
        r3 = wtmp[3];
        r0[0] = MAT(m, 0, 0);
        r0[1] = MAT(m, 0, 1);
        r0[2] = MAT(m, 0, 2);
        r0[3] = MAT(m, 0, 3);
        r0[4] = 1.0f;
        r0[5] = r0[6] = r0[7] = 0.0f;
        r1[0] = MAT(m, 1, 0);
        r1[1] = MAT(m, 1, 1);
        r1[2] = MAT(m, 1, 2);
        r1[3] = MAT(m, 1, 3);
        r1[5] = 1.0f;
        r1[4] = r1[6] = r1[7] = 0.0f;
        r2[0] = MAT(m, 2, 0);
        r2[1] = MAT(m, 2, 1);
        r2[2] = MAT(m, 2, 2);
        r2[3] = MAT(m, 2, 3);
        r2[6] = 1.0f;
        r2[4] = r2[5] = r2[7] = 0.0f;
        r3[0] = MAT(m, 3, 0);
        r3[1] = MAT(m, 3, 1);
        r3[2] = MAT(m, 3, 2);
        r3[3] = MAT(m, 3, 3);
        r3[7] = 1.0f;
        r3[4] = r3[5] = r3[6] = 0.0f;
        /* choose pivot - or die */
        if (Math.abs(r3[0]) > Math.abs(r2[0])) {
            float[] r = r2;
            r2 = r3;
            r3 = r;
        }
        if (Math.abs(r2[0]) > Math.abs(r1[0])) {
            float[] r = r2;
            r2 = r1;
            r1 = r;
        }
        if (Math.abs(r1[0]) > Math.abs(r0[0])) {
            float[] r = r1;
            r1 = r0;
            r0 = r;
        }
        if (0.0 == r0[0])
            return 0;
        /* eliminate first variable */
        m1 = r1[0] / r0[0];
        m2 = r2[0] / r0[0];
        m3 = r3[0] / r0[0];
        s = r0[1];
        r1[1] -= m1 * s;
        r2[1] -= m2 * s;
        r3[1] -= m3 * s;
        s = r0[2];
        r1[2] -= m1 * s;
        r2[2] -= m2 * s;
        r3[2] -= m3 * s;
        s = r0[3];
        r1[3] -= m1 * s;
        r2[3] -= m2 * s;
        r3[3] -= m3 * s;
        s = r0[4];
        if (s != 0.0) {
            r1[4] -= m1 * s;
            r2[4] -= m2 * s;
            r3[4] -= m3 * s;
        }
        s = r0[5];
        if (s != 0.0) {
            r1[5] -= m1 * s;
            r2[5] -= m2 * s;
            r3[5] -= m3 * s;
        }
        s = r0[6];
        if (s != 0.0) {
            r1[6] -= m1 * s;
            r2[6] -= m2 * s;
            r3[6] -= m3 * s;
        }
        s = r0[7];
        if (s != 0.0) {
            r1[7] -= m1 * s;
            r2[7] -= m2 * s;
            r3[7] -= m3 * s;
        }
        /* choose pivot - or die */
        if (Math.abs(r3[1]) > Math.abs(r2[1])) {
            float[] r = r2;
            r2 = r3;
            r3 = r;
        }
        if (Math.abs(r2[1]) > Math.abs(r1[1])) {
            float[] r = r2;
            r2 = r1;
            r1 = r;
        }
        if (0.0 == r1[1])
            return 0;
        /* eliminate second variable */
        m2 = r2[1] / r1[1];
        m3 = r3[1] / r1[1];
        r2[2] -= m2 * r1[2];
        r3[2] -= m3 * r1[2];
        r2[3] -= m2 * r1[3];
        r3[3] -= m3 * r1[3];
        s = r1[4];
        if (0.0 != s) {
            r2[4] -= m2 * s;
            r3[4] -= m3 * s;
        }
        s = r1[5];
        if (0.0 != s) {
            r2[5] -= m2 * s;
            r3[5] -= m3 * s;
        }
        s = r1[6];
        if (0.0 != s) {
            r2[6] -= m2 * s;
            r3[6] -= m3 * s;
        }
        s = r1[7];
        if (0.0 != s) {
            r2[7] -= m2 * s;
            r3[7] -= m3 * s;
        }
        /* choose pivot - or die */
        if (Math.abs(r3[2]) > Math.abs(r2[2])) {
            float[] r = r2;
            r2 = r3;
            r3 = r;
        }
        if (0.0 == r2[2])
            return 0;
        /* eliminate third variable */
        m3 = r3[2] / r2[2];
        r3[3] -= m3 * r2[3];
        r3[4] -= m3 * r2[4];
        r3[5] -= m3 * r2[5];
        r3[6] -= m3 * r2[6];
        r3[7] -= m3 * r2[7];
        /* last check */
        if (0.0 == r3[3])
            return 0;
        s = 1.0f / r3[3]; /* now back substitute row 3 */
        r3[4] *= s;
        r3[5] *= s;
        r3[6] *= s;
        r3[7] *= s;
        m2 = r2[3]; /* now back substitute row 2 */
        s = 1.0f / r2[2];
        r2[4] = s * (r2[4] - r3[4] * m2);
        r2[5] = s * (r2[5] - r3[5] * m2);
        r2[6] = s * (r2[6] - r3[6] * m2);
        r2[7] = s * (r2[7] - r3[7] * m2);
        m1 = r1[3];
        r1[4] -= r3[4] * m1;
        r1[5] -= r3[5] * m1;
        r1[6] -= r3[6] * m1;
        r1[7] -= r3[7] * m1;
        m0 = r0[3];
        r0[4] -= r3[4] * m0;
        r0[5] -= r3[5] * m0;
        r0[6] -= r3[6] * m0;
        r0[7] -= r3[7] * m0;
        m1 = r1[2]; /* now back substitute row 1 */
        s = 1.0f / r1[1];
        r1[4] = s * (r1[4] - r2[4] * m1);
        r1[5] = s * (r1[5] - r2[5] * m1);
        r1[6] = s * (r1[6] - r2[6] * m1);
        r1[7] = s * (r1[7] - r2[7] * m1);
        m0 = r0[2];
        r0[4] -= r2[4] * m0;
        r0[5] -= r2[5] * m0;
        r0[6] -= r2[6] * m0;
        r0[7] -= r2[7] * m0;
        m0 = r0[1]; /* now back substitute row 0 */
        s = 1.0f / r0[0];
        r0[4] = s * (r0[4] - r1[4] * m0);
        r0[5] = s * (r0[5] - r1[5] * m0);
        r0[6] = s * (r0[6] - r1[6] * m0);
        r0[7] = s * (r0[7] - r1[7] * m0);
        MAT(out, 0, 0, r0[4]);
        MAT(out, 0, 1, r0[5]);
        MAT(out, 0, 2, r0[6]);
        MAT(out, 0, 3, r0[7]);
        MAT(out, 1, 0, r1[4]);
        MAT(out, 1, 1, r1[5]);
        MAT(out, 1, 2, r1[6]);
        MAT(out, 1, 3, r1[7]);
        MAT(out, 2, 0, r2[4]);
        MAT(out, 2, 1, r2[5]);
        MAT(out, 2, 2, r2[6]);
        MAT(out, 2, 3, r2[7]);
        MAT(out, 3, 0, r3[4]);
        MAT(out, 3, 1, r3[5]);
        MAT(out, 3, 2, r3[6]);
        MAT(out, 3, 3, r3[7]);
        return 1;
    }
static int glhInvertMatrixf2 ( float [ ] m , float [ ] out ) { float [ ] [ ] wtmp = new float [ 4 ] [ 8 ] ; float m0 , m1 , m2 , m3 , s ; float [ ] r0 , r1 , r2 , r3 ; r0 = wtmp [ 0 ] ; r1 = wtmp [ 1 ] ; r2 = wtmp [ 2 ] ; r3 = wtmp [ 3 ] ; r0 [ 0 ] = MAT ( m , 0 , 0 ) ; r0 [ 1 ] = MAT ( m , 0 , 1 ) ; r0 [ 2 ] = MAT ( m , 0 , 2 ) ; r0 [ 3 ] = MAT ( m , 0 , 3 ) ; r0 [ 4 ] = 1.0f ; r0 [ 5 ] = r0 [ 6 ] = r0 [ 7 ] = 0.0f ; r1 [ 0 ] = MAT ( m , 1 , 0 ) ; r1 [ 1 ] = MAT ( m , 1 , 1 ) ; r1 [ 2 ] = MAT ( m , 1 , 2 ) ; r1 [ 3 ] = MAT ( m , 1 , 3 ) ; r1 [ 5 ] = 1.0f ; r1 [ 4 ] = r1 [ 6 ] = r1 [ 7 ] = 0.0f ; r2 [ 0 ] = MAT ( m , 2 , 0 ) ; r2 [ 1 ] = MAT ( m , 2 , 1 ) ; r2 [ 2 ] = MAT ( m , 2 , 2 ) ; r2 [ 3 ] = MAT ( m , 2 , 3 ) ; r2 [ 6 ] = 1.0f ; r2 [ 4 ] = r2 [ 5 ] = r2 [ 7 ] = 0.0f ; r3 [ 0 ] = MAT ( m , 3 , 0 ) ; r3 [ 1 ] = MAT ( m , 3 , 1 ) ; r3 [ 2 ] = MAT ( m , 3 , 2 ) ; r3 [ 3 ] = MAT ( m , 3 , 3 ) ; r3 [ 7 ] = 1.0f ; r3 [ 4 ] = r3 [ 5 ] = r3 [ 6 ] = 0.0f ; if ( Math . abs ( r3 [ 0 ] ) > Math . abs ( r2 [ 0 ] ) ) { float [ ] r = r2 ; r2 = r3 ; r3 = r ; } if ( Math . abs ( r2 [ 0 ] ) > Math . abs ( r1 [ 0 ] ) ) { float [ ] r = r2 ; r2 = r1 ; r1 = r ; } if ( Math . abs ( r1 [ 0 ] ) > Math . abs ( r0 [ 0 ] ) ) { float [ ] r = r1 ; r1 = r0 ; r0 = r ; } if ( 0.0 == r0 [ 0 ] ) return 0 ; m1 = r1 [ 0 ] / r0 [ 0 ] ; m2 = r2 [ 0 ] / r0 [ 0 ] ; m3 = r3 [ 0 ] / r0 [ 0 ] ; s = r0 [ 1 ] ; r1 [ 1 ] -= m1 * s ; r2 [ 1 ] -= m2 * s ; r3 [ 1 ] -= m3 * s ; s = r0 [ 2 ] ; r1 [ 2 ] -= m1 * s ; r2 [ 2 ] -= m2 * s ; r3 [ 2 ] -= m3 * s ; s = r0 [ 3 ] ; r1 [ 3 ] -= m1 * s ; r2 [ 3 ] -= m2 * s ; r3 [ 3 ] -= m3 * s ; s = r0 [ 4 ] ; if ( s != 0.0 ) { r1 [ 4 ] -= m1 * s ; r2 [ 4 ] -= m2 * s ; r3 [ 4 ] -= m3 * s ; } s = r0 [ 5 ] ; if ( s != 0.0 ) { r1 [ 5 ] -= m1 * s ; r2 [ 5 ] -= m2 * s ; r3 [ 5 ] -= m3 * s ; } s = r0 [ 6 ] ; if ( s != 0.0 ) { r1 [ 6 ] -= m1 * s ; r2 [ 6 ] -= m2 * s ; r3 [ 6 ] -= m3 * s ; } s = r0 [ 7 ] ; if ( s != 0.0 ) { r1 [ 7 ] -= m1 * s ; r2 [ 7 ] -= m2 * s ; r3 [ 7 ] -= m3 * s ; } if ( Math . abs ( r3 [ 1 ] ) > Math . abs ( r2 [ 1 ] ) ) { float [ ] r = r2 ; r2 = r3 ; r3 = r ; } if ( Math . abs ( r2 [ 1 ] ) > Math . abs ( r1 [ 1 ] ) ) { float [ ] r = r2 ; r2 = r1 ; r1 = r ; } if ( 0.0 == r1 [ 1 ] ) return 0 ; m2 = r2 [ 1 ] / r1 [ 1 ] ; m3 = r3 [ 1 ] / r1 [ 1 ] ; r2 [ 2 ] -= m2 * r1 [ 2 ] ; r3 [ 2 ] -= m3 * r1 [ 2 ] ; r2 [ 3 ] -= m2 * r1 [ 3 ] ; r3 [ 3 ] -= m3 * r1 [ 3 ] ; s = r1 [ 4 ] ; if ( 0.0 != s ) { r2 [ 4 ] -= m2 * s ; r3 [ 4 ] -= m3 * s ; } s = r1 [ 5 ] ; if ( 0.0 != s ) { r2 [ 5 ] -= m2 * s ; r3 [ 5 ] -= m3 * s ; } s = r1 [ 6 ] ; if ( 0.0 != s ) { r2 [ 6 ] -= m2 * s ; r3 [ 6 ] -= m3 * s ; } s = r1 [ 7 ] ; if ( 0.0 != s ) { r2 [ 7 ] -= m2 * s ; r3 [ 7 ] -= m3 * s ; } if ( Math . abs ( r3 [ 2 ] ) > Math . abs ( r2 [ 2 ] ) ) { float [ ] r = r2 ; r2 = r3 ; r3 = r ; } if ( 0.0 == r2 [ 2 ] ) return 0 ; m3 = r3 [ 2 ] / r2 [ 2 ] ; r3 [ 3 ] -= m3 * r2 [ 3 ] ; r3 [ 4 ] -= m3 * r2 [ 4 ] ; r3 [ 5 ] -= m3 * r2 [ 5 ] ; r3 [ 6 ] -= m3 * r2 [ 6 ] ; r3 [ 7 ] -= m3 * r2 [ 7 ] ; if ( 0.0 == r3 [ 3 ] ) return 0 ; s = 1.0f / r3 [ 3 ] ; r3 [ 4 ] *= s ; r3 [ 5 ] *= s ; r3 [ 6 ] *= s ; r3 [ 7 ] *= s ; m2 = r2 [ 3 ] ; s = 1.0f / r2 [ 2 ] ; r2 [ 4 ] = s * ( r2 [ 4 ] - r3 [ 4 ] * m2 ) ; r2 [ 5 ] = s * ( r2 [ 5 ] - r3 [ 5 ] * m2 ) ; r2 [ 6 ] = s * ( r2 [ 6 ] - r3 [ 6 ] * m2 ) ; r2 [ 7 ] = s * ( r2 [ 7 ] - r3 [ 7 ] * m2 ) ; m1 = r1 [ 3 ] ; r1 [ 4 ] -= r3 [ 4 ] * m1 ; r1 [ 5 ] -= r3 [ 5 ] * m1 ; r1 [ 6 ] -= r3 [ 6 ] * m1 ; r1 [ 7 ] -= r3 [ 7 ] * m1 ; m0 = r0 [ 3 ] ; r0 [ 4 ] -= r3 [ 4 ] * m0 ; r0 [ 5 ] -= r3 [ 5 ] * m0 ; r0 [ 6 ] -= r3 [ 6 ] * m0 ; r0 [ 7 ] -= r3 [ 7 ] * m0 ; m1 = r1 [ 2 ] ; s = 1.0f / r1 [ 1 ] ; r1 [ 4 ] = s * ( r1 [ 4 ] - r2 [ 4 ] * m1 ) ; r1 [ 5 ] = s * ( r1 [ 5 ] - r2 [ 5 ] * m1 ) ; r1 [ 6 ] = s * ( r1 [ 6 ] - r2 [ 6 ] * m1 ) ; r1 [ 7 ] = s * ( r1 [ 7 ] - r2 [ 7 ] * m1 ) ; m0 = r0 [ 2 ] ; r0 [ 4 ] -= r2 [ 4 ] * m0 ; r0 [ 5 ] -= r2 [ 5 ] * m0 ; r0 [ 6 ] -= r2 [ 6 ] * m0 ; r0 [ 7 ] -= r2 [ 7 ] * m0 ; m0 = r0 [ 1 ] ; s = 1.0f / r0 [ 0 ] ; r0 [ 4 ] = s * ( r0 [ 4 ] - r1 [ 4 ] * m0 ) ; r0 [ 5 ] = s * ( r0 [ 5 ] - r1 [ 5 ] * m0 ) ; r0 [ 6 ] = s * ( r0 [ 6 ] - r1 [ 6 ] * m0 ) ; r0 [ 7 ] = s * ( r0 [ 7 ] - r1 [ 7 ] * m0 ) ; MAT ( out , 0 , 0 , r0 [ 4 ] ) ; MAT ( out , 0 , 1 , r0 [ 5 ] ) ; MAT ( out , 0 , 2 , r0 [ 6 ] ) ; MAT ( out , 0 , 3 , r0 [ 7 ] ) ; MAT ( out , 1 , 0 , r1 [ 4 ] ) ; MAT ( out , 1 , 1 , r1 [ 5 ] ) ; MAT ( out , 1 , 2 , r1 [ 6 ] ) ; MAT ( out , 1 , 3 , r1 [ 7 ] ) ; MAT ( out , 2 , 0 , r2 [ 4 ] ) ; MAT ( out , 2 , 1 , r2 [ 5 ] ) ; MAT ( out , 2 , 2 , r2 [ 6 ] ) ; MAT ( out , 2 , 3 , r2 [ 7 ] ) ; MAT ( out , 3 , 0 , r3 [ 4 ] ) ; MAT ( out , 3 , 1 , r3 [ 5 ] ) ; MAT ( out , 3 , 2 , r3 [ 6 ] ) ; MAT ( out , 3 , 3 , r3 [ 7 ] ) ; return 1 ; }
This code comes directly from GLU except that it is for float