Do anyone know how to check the matrix when using translate and rotate function?

The question is : has any openGL function call provided to check the current matrix?

Before the rotation matrix multiply by the current matrix, how do I know what the current matrix is? Because I want to check the matrix so that I can easy to correct my code. E.g.

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glPushMatrix();

glTranslatef(0,0, 0,0 tdist);

glRotatef(angleX, 1.0, 0.0, 0.0);

glRotatef(angleY, 0.0, 1.0, 0.0);

Thanks!