if i am not mistaken
a call to glLoadIdentity will set the current matrix, depending on the modelview top identity and if you follow the glLoadIdentity with glTranslate() it should do a matrix multiplicaion which resulted something like this
1 0 0 Tx
0 1 0 Ty
0 0 1 Tz
0 0 0 1
float mat[16];
//…
// Transform the Matrix how you see fit
//…
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
Then look at the actual values, and compare them to how they are multiplied. Best way to learn how OpenGL multiplies its matricies is to double check them. ^_~
Edit: And editing your posts is a simple matter of pressing the “modify” button (looks like a sheet of paper with a pencil hovering over it on my system). XD
[This message has been edited by Nychold (edited 03-01-2004).]