Hi,

Does anyone know if its possible to find out the corner point
locations of a quad after it's been rotated using glRotatef ?

So if I do something similar to this ...

glPushMatrix()
glRotatef(5.0, 0.0, 0.0)
glBegin(GL_QUADS)
glVertex2f(10.0, 10.0)
glVertex2f(0.0, 10.0)
glVertex2f(0.0, 0.0)
glVertex2f(10.0, 0.0)
glEnd()
glPopMatrix()

How can I get where the four points are in the current, unrotated
matrix ?

Any help will be greatly appreciated.

Thanks

-Mic
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