It would be nice to be able to get the modelview origin for a ModelView matrix that is used to transform glVertex3f.
At the moment I’m trying to calculate it and I’m having absolutely no sucess. I’ve looked all over google.com, asked on several message boards (with no useful answers, or none at all), and tried just about every combination of reversing signs, rotating transformations, not reversing or not rotating transformations, of the numbers I extract from the modelView matrix. And none of it works! They all failed to give a coord that could be used consistantly for correct depth sorting. (Blended objects are best done with depth sorting)