VirtualAce,

Thanks for the input:

I'm not worried about the video card, as it displays the object, scaled, rotated, transposed from object space...to world space just fine. I could place the object in world space and rotate it by the Quat around the fixed point (center) of the object and it rendered(renders) just fine. I know the vertice(s) locations, before Quat rotate, but for the life of me, couldn't figure out how to get the vertices of the object after the rotation. Since I knew the angles and scale before and after rotation, it would seem there would be a simpler way of getting the vertices after rotation. That appears not to be the case.

I'm also not worried about trying to have this happen every frame. The blocks are static, once placed, and time to compute the new vertices is not time sensitive.

Simply: I have world location: center point of object, scale of object, quaternion rotation of object. Center point and scale give me the object vertices. I "thought" there might be a simple way to garner the needed information. However, since i DO wish to plot points between vertices, not just the vertices themselves, it would appear that setting up 4X4 matrices would allow me to use a combo matrix to plot the points between the vertices required and MAY be faster overall.

Any further insight or thoughts would be appriciated.