Original Post
I feel like I might be missing something obvious, but I can't quite figure this out. I'm trying to calculate a bounding box, for a 3d object, after it has been rotated. I have all the vertex positions, but since I use glTranslatef, glScalef, & glRotatef and then draw, the points locations that I have are relative to the object at (0,0,0) with no rotation. Is there a way to calculate coordinates in world space, based on the current modelview matrix? Or is there a better way to do bounding box calculations?
Thanks in advance. Sorry if I'm missing something obvious. I'm pretty new to working in 3D, so go easy on me.
Thanks in advance. Sorry if I'm missing something obvious. I'm pretty new to working in 3D, so go easy on me.