How do I calculate box bound collision between two scaled items in openGL?

Both of the items are using different scales (e.g. item 1 = gl.glScalef(.25f, .25f, 1f) where as item 2 = gl.glScalef(.10f, .10f, 1f))

For detecting the collision between the two items, am I correct in assuming for the width and height values I use the scaled values ?? e.g. for item 1, the width is .25f?

[QUOTE=drenner;1256513]Both of the items are using different scales (e.g. item 1 = gl.glScalef(.25f, .25f, 1f) where as item 2 = gl.glScalef(.10f, .10f, 1f))

For detecting the collision between the two items, am I correct in assuming for the width and height values I use the scaled values ?? e.g. for item 1, the width is .25f?[/QUOTE]

You can retrieve modelview matrix by glGet() and then multiply it with vertex coordinates. Dont forget that matrix will be coloumn major.

Sadly I am new to OpenGL thus I don’t know what you mean, if I provided you with my rendering class would you be able to show me?