I have a vertex (Which i will not be showing/rendering in the scene)
float vertex[] = {
1.0f, 1.0f, 1.0f,
};
And i have a mesh, which i have translated and rotated using:
Matrix.translateM(World.mModelMatrix, tmOffset, globalPositionX, globalPositionY, globalPositionZ);
Matrix.rotateM(World.mModelMatrix, rmOffset, globalRotationZ, 0, 0, 1);
Matrix.rotateM(World.mModelMatrix, rmOffset, globalRotationY, 0, 1, 0);
Matrix.rotateM(World.mModelMatrix, rmOffset, globalRotationX, 1, 0, 0);
How can apply those translations and rotations to the vertex, and get its global position (x,y,z) after?