Quote Originally Posted by JSoftware
the common mistake is just to apply the projection matrix while in modelview mode. if you then query the modelview matrix then you get both that and the projection matrix.
if that's not the answer then i have no idea(probably a bug in the code). multiplying a transformed vector by the matrix's inverse would untransform it :!:
Umm maybe this is the problem..
I usually set up the camera without thinking of matrices..
[pascal]
glLoadIdentity;
glTranslatef(0,6,10);
gluLookAt(campos.x, campos.y, campos.z, camtarget.x,camtarget.y,camtarget.z,0,1,0);
[/pascal]

then i start drawing stuff without switching matrix..
How should it be done instead?
Maybe i've some problem with basis