   PopMatrix and PushMatrix
  Ok this is what i wanna do:class ENTITY{   VECTOR position;   float angleYaw;   float scaleFactor;   ...};so in the drawing code, is there any different if i do:===========Method 1===========glPushMatrix();glTranslate3f(entity.position.x, entitiy.position.y, entitiy.position.z);glScalef(entity.scaleFactor, entity.scaleFactor, entity.scaleFactor;glRotatef(entity.angleYaw, 0, 1, 0);glBegin(GL_TRIANGLES);...glEnd();glPopMatrix();===========Method 2===========glPushMatrix();glTranslate3f(entity.position.x, entitiy.position.y, entitiy.position.z);glPushMatrix();glScalef(entity.scaleFactor, entity.scaleFactor, entity.scaleFactor;glPushMatrix();glRotatef(entity.angleYaw, 0, 1, 0);glBegin(GL_TRIANGLES);...glEnd();glPopMatrix();glPopMatrix();glPopMatrix();so the main difference between the two methods is for every transformation in method 2, i pushed the current matrix into the stack. Any difference in these two? Or no difference at all?please help, urgent. thanks in advanced. 
  if you pop three times theres no difference except pointless pushing and popping causing unnecessary work and matrix copies. if you start using the matrix after each pop (ie, different models with same scale but at different angles) it would start to make sense. 