this may be a more general opengl question. using OpenGL ES for 2d, and reading through the tutorials, I learned how to do the basic matrix transformations like rotating and moving an object around the screen. so far, so good - I have some objects moving around and rotating.
the next step for me is to do collision detection. something simple like checking for intersection between bounding boxes would probably be ok. however, I'm stuck because in order to know when the bounding boxes intersect, I have to know the translated, rotated coordinates of my objects. but I can't find a way to get those numbers from OpenGL.
so do I really have to do the rotations and transformations myself, in addition to having OpenGL do them, just to get the translated coordinates? or is there some way to apply the current matrices to a vertex and get the results? couldn't OpenGL do the math much faster than me?
thanks for any help, I would appreciate some general advice on how this kind of thing is usually done.