Heh Confusion rules!

ok… snip type :

…

modelO.gMatrix( rotMatrix2 );

glMultMatrixf( rotMatrix2 );

glTranslatef( -modX, -modY, -modZ );// … and translation.

OBJmodel.Draw(mod2, GLM_SMOOTH|GLM_MATERIAL|GLM_TEXTURE );

glGetFloatv(GL_MODELVIEW_MATRIX, mat1);

…

now, if we do a dump of mat1, like using:

…

text.Draw("%.2f %.2f %.2f %.2f",mat1[0],mat1[1],mat1[2],mat1[3]);

text.Draw("%.2f %.2f %.2f %.2f",mat1[4],mat1[5],mat1[6],mat1[7]);

text.Draw("%.2f %.2f %.2f %.2f",mat1[8],mat1[9],mat1[10],mat1[11]);

text.Draw("%.2f %.2f %.2f %.2f",mat1[12],mat1[13],mat1[14],mat1[15]);

…

would yeild the idenity matrix (say model was at 0,0,0) so the dump would be

1 0 0 0

0 1 0 0

0 0 1 0

0 0 0 1

and if we would translate the model to (-1,2,3) and dump matrix, it would be

1 0 0 0

0 1 0 0

0 0 1 0

-1 2 3 1

and if we truned model around (z axis) the dump would be

1 0 0 0

0 1 0 0

0 0 -1 0

-1 2 3 1

So that means the bottom row tells you where the object is in the world.

(and yes, this is from a program I am doing).