   computing world coordinates
  hithe question: lets have a point A, then apply som transforms (translate, rotate). I want to know what are the world coordinates of A? I know the math solution but i want to know how do i aquire this information in OGL.Example:glLoadIdentity();glTranslatef(5,0,0);glTranslatef(0,5,0);glRotatef(90,1,1,0);glBegin...glVertex(0,0,0); //here i want to know the world coordinates of 0,0,0..glEnd...I know in math i have to first compute RA, R is the rotate matrix, and then T2R and then T1R (Ti are transformation matricies). But in openGL i dont know how do i get the matrix T1*T2*R.ThanksXorMultiPleXus   
float mat[16];glGetFloatv(GL_MODELVIEW_MATRIX, &mat[0]);This will load a matrix into the array. Pretend it's a 4*4 matrix in this order:0  4  8  121  5  9  132  6  10 143  7  11 15then multiply it by the 1x4 matrix of the very you want.0  4  8  12   x1  5  9  13 * y = (x,y,z,1) in world space.2  6  10 14   z3  7  11 15   1;  thanksi did it this way, but it did not work, i must did a bug   