   transforms with camera
  i have a little demo where i render a bunch of meshes on screen,the problem is:at the begining of the scene i set the camera matrix, but then for each model rendered i set the translation and rotation, this how ever does add this on top of the last models rendered, which isnt what i want.so i guess i have a few options, reverse my other models transforms to restore the camera part, then multiply by my current meshes position/rotation.OR i can reset the camera matrix for each model, im guessing this would be faster? 
  hi,i am new to OpenGl,but i think what you want is to glPushMatrix() and glPopMatrix() every model and only translate and rotate inside the pushed Matrix.that way the Translation only affects the pushed object.however, i might be completely wrong :-)Lazzar ---------------------------------------------------------if god gave us the source code, we could change the world! ;  so if i push the camer matrix,then load identity, and translate/rotate for my new mesh, this will multiply it with the pushed matrix?(im also new to OGL, used to use DX) ;  the point is, that you setup your camera once and then never ever again touch the matrix without first pushing it (making a backup if you want) and popping it when youre done with a mesh) ;  Like Trienco said you use glPushMatrix() to make a copy of the current matrix, glPopMatrix() will then restore the matrix as it was before glPushMatrix().So if you want the camera to apply to each model but you don’t want each model to affect the next model you would do thisglPushMatrix();glTranslatef(modelOrigin.x, modelOrigin.y, modelOrigin.z);// etc...glPopMatrix();  You could call glLoadIdentity inside push/pop to give you a blank matrix, but I don’t think you want to do this, as you  want to keep the camera rotations/translations and apply them to each model, right?   [edited by - IronBat on February 18, 2004 5:19:01 PM]