   OpenGL push/pop matrix question
  When I call loadidentity or multmatrix within a push/pop call it affects the world matrix not the pushed one. Translatef and Rotatef work on the pushed matrix. Is this as it should be? Also if I can't multmatrix, what is the best way to apply a rotation matrix in a push/pop? I am assuming it is not to save the current matrix, multiply, draw, and reload the saved matrix.   
  From what i understand about it... when you push you are saving a copy of the current matrix.... then you can multiply against it or load an identity for ortho or whatever else you wanna do to the current matrix, and then when you are finished you use pop to restore what the matrix was before you messed with it. This is handy when you have a view matrix that you want to persist through each render call.   