Translation and rotation after glBegin()

Is there anyway of doing translation and rotations between the glBegin() and glEnd() functions ?


thanks, what about getting the absolute coordinates of a vertex. I mean after all the translations and rotations can we get the coordinates of a vertex from the ( 0, 0, 0 ) matrix ?

While you cannot use glTranslate etc between begin and end

There is nothing stopping you from doing the math directly on the vertices positions you are giving to glVertex, this would have to be in immediate mode redendering as well

yeah thanks, i’ll do that