i have a simple scene with some cubes and their bounding volumes (cubes, too in this case). i have a first person view, so the "player" is a point.
i wrote a point/plane intersection function which works (tested, with a simple program).
BUT: when i try to test my cubes against my point in the 3d
world, nothing works. the problem is, that the vertices of the scene are transformed (local, then global and finally, for the first person view).
my idea/question for the solution:
can i get the final transformation matrix and combine it with the original vertices of the scene together, so i get the transformed vertices/normals. after that, the collision should work (i hope so).
or is there another way to solve that problem in opengl ?