   translation trouble
  Hello!!I am using the vertex arrays to draw my models!!! yay!! everything is good!BUTI need to translate my models, rotate them and the like...... so i guess i could use glRotatef, glTranslate and it would work, but they are not rotating/translating the actual coordinates of the model.So do i go through each array and process each vertex according to the translation/rotation or do i build my arrays each frame?Or is there another..... more secret way....Paul 
  I'm not totally sure what your after m8.If you just want to translate and/or rotate the models you can use glRotatef & glTranslatef no problem. I am assuming your using glDrawElements() to draw your vertex arrays, in that case just do something likeglPushMatrix();glTranslatef(x, y, z)glRotatef(10.0f, 0, 1, 0);glRotatef(50.0f, 0, 1, 0);glDrawElements();glPopMatrix();  And that will translate and rotate your whole model.If on the other hand you want to perform different transformations/rotations on individual vertices, to do animation or something, then you would have to do theses rotations yourself. Does that help at all or have I missed the point?   [edited by - IronBat on February 18, 2004 6:54:19 PM];  If you want to change the actual data in the vertex array you can do the following:Do what IronBat said but instead of drawing get the MODELVIEW_MATRIX using glGetFloatv and store it in an array (something like float matrix[16]), remember to reset the MODELVIEW_MATRIX after you are done.Now you have the transformation matrix, apply it to each vertex in your vertex array using vector and matrix multiplication.   