   Math For Dummies
  So it's question of the day time for old noway. Heh.  So I'm trying to write me my first lame OpenGL demo.  Thus far it's a room with no clipping.  Fancy, I know.  So here's the problem.  I'm no math nut, but I think this problem may be math related.  So I have two classes I'm using.  ActorPosition and CActor. The first class is simple, has three variables, float x, y, & z.  CActor instantiates this class from within its own class definition.  ex:class CActor {public:ActorPosition position;    CActor();    CActor(char* actorName);};So the class checks out alright.  I'm drawing a simple cube with scraps of code taken from NeHe's fine tutorials.  Here is what my rendering loop looks like:int DrawGLScene(GLvoid){glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear Screen And Depth BufferglLoadIdentity();// Reset The Current Modelview MatrixglTranslatef(myActor.position.x,myActor.position.y,myActor.position.z);float boxSize=myWorld.worldSize;glBindTexture(GL_TEXTURE_2D, texture[0]);glBegin(GL_QUADS);   // Cube rendering goes here.. big list ;)   glEnd(GL_QUADS);   return TRUE;}myActor is created in a previous seperate intialization function.:CActor myActor("Bob");  // Param is name of actorThen I also have a seperate class for my 'world' which is just my box my person stands in.  The first parameter is how far the cube will stretch PER SIDE OF THE AXIS (so in the example given, my box is actually 10 units tall, centered at 0.0f). The second parameter is the gravity, which currently is set the zero.CWorldspace myWorld(5.0f,0.00f);  Additionally, In my global scope (above any functions I have two lines like)CActor myActor;CWorldspace myWorld;Because I want a global scope on these objects.  I dont want to have to pass references because I'm lazy and by no means am I a good programmer.  LoL.  SO.. my problem is this.  Lets say I modify the code for the constructor of the CActor.  I set his position on the Y axis to 5.0f just for kicks (I want his head through the roof).  When the program fires my Actor's position isnt adjusted in the worldspace.  However, I have keys defined that also modify the position variables (to move about the world).  When moving with those keys, I can move and the world moves like it's supposed to.  Why does this occur?  I -think- it may have something to do with the fact that I'm using translate instead of a true camera function? What's the solution here?  Appreciate the help guys! --Noway   
  So I -think- I might have an idea of what's going on.  I think the problem is related to the fact that I load the identity matrix so the drawing of the box is actually done from a different orgin than initially. So even though my actor's position is translated, because I load the indentity matrix, the box is drawn relative to my Actor's position, putting the box right back at 0,0,0 for all intensive purposes.  Would you guys agree?  Thanks again..   ;  Problem solved.  It was a variable scope problem.  Oops! --Noway   