title: Convert GL modelview matrix to world coordinates
body: <p>I'm using Qualcomm's AR SDK to track an object.
  I have the following functions available:</p>
  
  <p><a href="https://ar.qualcomm.at/qdevnet/api" rel="nofollow">https://ar.qualcomm.at/qdevnet/api</a> (specifically look at "Namespace List->QCAR::Tool").</p>
  
  <p>I can get the tracked item's modelview matrix by using the convertPose2GLMatrix (const Matrix34F &amp;pose) function, as I get a pose matrix for each tracked item.</p>
  
  <p>My goal - to determine the marker's location in "the real world". You can assume my camera will be stationary.</p>
  
  <p>I have read numerous articles online, and my general understanding is this:
  I need to pick a modelview matrix from where I choose the axis' 0,0,0 point to be (i.e. - copy the matrix I get for that point).
  I then need to transpose that matrix. Then, each model view matrix I extract should be multiplied by that matrix and then by an (x,y,z,1) vector, to obtain the coordinates (ignoring the 4th item).</p>
  
  <p>Am I correct? Is this the way to go? And if not - what is?</p>