title: glm::translate outputs transposed matrix
body: <p>When I'm trying to do some translations in OpengGL 3.3+ with glm, glm returns transposed matrices. Some example:</p>
  
  <pre><code>glm::mat4 matrix;
  std::cout&lt;&lt;glm::to_string(matrix)&lt;&lt;std::endl; //output correct identity matrix
  glm::translate(matrix,glm::vec3(0.0,3.3,0.0));
  std::cout&lt;&lt;glm::to_string(matrix)&lt;&lt;std::endl;
  </code></pre>
  
  <p>Output:</p>
  
  <pre><code>mat4x4((1.000000, 0.000000, 0.000000, 0.000000),
         (0.000000, 1.000000, 0.000000, 0.000000),
         (0.000000, 0.000000, 1.000000, 0.000000), 
         (0.000000, 3.300000, 0.000000, 1.000000))
  </code></pre>
  
  <p>When i pass it to the shader i've got disturbed image...</p>
  
  <p>So, I'dont know what I'm doing wrong... Is that normal? </p>