I was wondering if there is any way to obtain the coordinates after a vertex is multiplied by the ModelView and the Projection matrix? i.e just before the perspective divide.
Is there any built-in mechanism by which i can do it or do i need to multiply matrices manually and try?
First, you almost certainly transposed your matrix when you printed it. OpenGL is column-major; the first 4 values are the first column of the matrix.
Second, the tag above that matrix you linked to says, “Let’s built a very simple modelview matrix.” The modelview matrix is not the projection matrix.
Third, you will only get that matrix by executing the two lines above it, as the example shows. That is not a projection matrix; it’s a translation matrix.