I got the translation and rotation coordinates ok for rendering the world, and the general movements, its just when i render the character, it moves in the opposite direction than the camera and twice as fast

its like it stays in the same position as the camera moves around it (but i know it doesnt stay in the same position)..

Now i am rendering the view like:
[pascal]
glPushMatrix;
glRotatef(Player.Tilt, 1, 0, 0);
glRotatef(Player.Heading, 0, 1, 0);
glTranslatef(Player.Position[0], Player.Position[1]-50, Player.Position[2]);

glPushMatrix;
glTranslatef(0, -500, 0);
glScalef(0.02, 0.02, 0.02);
Models['Houses'].Render(False, False);
glPopMatrix;

glPushMatrix;
glRotatef(Player.Heading/180, 0, 1, 0);
glTranslatef(0, 50, -20);
Player.Model.Draw(Xngine.GlobalTime);
glPopMatrix;
glPopMatrix;
[/pascal]

Just a question... if i used glMultf within the glPushMatrix/glPopMatrix would it mess up the view matrix?

Im asking because the actor model renders the vertices by using glMulti!?

User137:
Thanx for the reply, i tried your suggestion.. how ever it seems to change the axis between X and Z :s.. e.g. i move forwards but instead the cameras moves left.. Maybe i mis-print?