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OpenGL Matrix Transformations

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I use glTranslate/glRotate to position a 3D object at some position, and have created a bounding box for collision testing on that object (after the transformation with glTranslate/glRotate) I have to manually translate/rotate the box to where it will be after the objects transformation, right? Can someone please provide me of a brief example of how to accomplish this transformation? Any help is much appreciated, Thanks.

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So that we can give more useful advice, can you clarify what sort of bounding boxes you're using? That is, is it an oriented box, an axis-aligned box of sufficient size to fully contain the object in any orientation, or something else?

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It is currently an axis-aligned box; at least for the collision testing, but the box/collision will eventually test on any rotated angle as soon as I can figure out the transformations so that it matches with the 3d object.

I hope this helps, Thanks.

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