GLM view matrix causing model matrix to have no effect
<p>I'm trying to get an object to always face the camera. I looked up a way to do this, but the problem is when I put this part into the view matrix nothing is affected by the model matrix. How can I get it to translate it using the model matrix? code:</p>

<pre><code>GLuint transformLocation=glGetUniformLocation(textureShaders,"transform");
glm::mat4 transform;
glm::mat4 model;
glm::vec3 playerPosition=user.getPosition();

model=glm::translate(model,glm::vec3(xpos,0.0f,zpos));

glm::mat4 view;
     view=glm::lookAt(cam.getPositionVector(),cam.getPositionVector()+cam.getFrontVector(),cam.getUpVector());
glm::mat4 rotationMatrix=glm::transpose(glm::lookAt(glm::vec3(xpos,0.0f,zpos),playerPosition,glm::vec3(0.0f,1.0f,0.0f)));
view*=rotationMatrix;
glm::mat4 projection;
projection=glm::perspective(45.0f,(float)900/(float)600,0.1f,100.0f);

transform=projection*view*model;
</code></pre>