To do this I had to multiply the point I wanted to translate by the modelview matrix. The issue is that the values I get back are the opposite to what's occuring on the screen. ie. if the objects are rotated clockwise on the screen the results I get back are moving anticlockwise.

Do I need to Invert the modelview matrix or somthing like that? Could someone provide code to aid me in this?

//function to do multiplication#include <gl/gl.h>void MultiplyVMatrix(GLfloat* Vertex, GLfloat* Matrix, GLfloat* ResultMatrix){ for(int i=0;i<16;i++) ResultMatrix[i/4]+=Matrix[i]*Vertex[i%4];} **************************************************************//modelview matrix and multiply co-ordinate of cubeGLfloat matrix[16];GLfloat vertex[4]={1,2,-5,1}; //any co-ordinate for testingGLfloat resultmatrix[4]={0,0,0,0};glGetFloatv(GL_MODELVIEW_MATRIX, matrix); //grab the modelview matrixMultiplyVMatrix(vertex,matrix,resultmatrix);

I think your problem is that you think the matrix is in row major order, but it is actually in column major order.
see http://www.opengl.org/sdk/docs/man/xhtml/glLoadMatrix.xml to see this illustrated.

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