for (seg = 0; seg < object->num_segments;
seg++)
object->segment_list[seg].flags |=
FLAG_ALWAYS_VISIBLE;
/* Transform the objec to world space */
PR_MatrixIdentity (PR_ViewMatrix);
PR_TransformEntity (ent);
/* Restore the transformation to camera
space */
PR_SetActiveCamera (camera);
If you only want one copy of the object and don't need to store the world coordinates every frame, remember to reset the flags so bounding box culling can be used:
for (seg = 0; seg < object->num_segments;
seg++)
object->segment_list[seg].flags &=
~FLAG_ALWAYS_VISIBLE;
This is the proper way to get world coordinates which are correct for any hierarchy.