triumphost 120 Posting Whiz

How can I reverse a GLTranslate. Example:

if glTranslate is called before rendering text to the screen, how can I figure out the position of that text if glTranslate weren't used?

The text is rendered to the screen like this:

glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, 7681)
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, 34168)
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, 768)
glColor4ub(0, 0, 0, 255)
glTranslatef(330, 190, 0)
glCallList(3)

That code above renders text on the screen. I want to figure out the position of that text in 2D with the current Modelview and Projection view.

I just want to figure out how to Untranslate it or figure out how the translation is applied. I tried:

bool WTS(GLfloat &X, GLfloat &Y, Vector3D World)
{
    GLint VP[4];
    GLdouble S[3];
    GLdouble MV[16];
    GLdouble PM[16];

    glGetIntegerv(GL_VIEWPORT, VP);
    glGetDoublev(GL_MODELVIEW_MATRIX, MV);
    glGetDoublev(GL_PROJECTION_MATRIX, PM);

    if(gluProject(World.X, World.Y, World.Z, MV, PV, ViewPort, &S[0], &S[1], &S[2]) == GL_TRUE)
    {
        X = S[0];
        Y = VP[3] - S[1];
        return true;
    }
    return false;
}

and then drawing my copy text at the X, Y returned. Instead it renders at a different position rather than on top of the text that used glTranslatef.

How can I get the correct X, Y?