Positive rotation is counter-clockwise, looking down the positive axis towards the origin.
Reflection is a special case of scaling, corresponds to negative scale factors
Model-View Transformation
Getting the object from a model into the world.
Camera: Projection Transformation
Output of vertex shader is:
q = P * MV * p
Generally the product of the Projection matrix and ModelView matrix
Last operation specified is the first executed in the program. Think of it like a stack - last added is first popped off.