Vector4 position( mCoords[i]/2000.0, -mCoords[i+1]/2000.0, -25, 1 ); Matrix4 transformation( transform[0], transform[1], transform[2], transform[3], transform[4], transform[5], transform[6], transform[7], transform[8], transform[9], transform[10], transform[11], transform[12], transform[13], transform[14], transform[15] ); Vector4 final = transformation * position; mMeshList[mNumMeshes]->position(final.x, final.y, final.z);