Ray invertedRay = Ray.getTransformedRay(realRayForThisObj, shape.getGlobalInverseMatrix());
Vector3D NewPt = bSphere.getIntersectionLocal(invertedRay);
if (NewPt != null){
PGraphicsOpenGL pgl = ((PGraphicsOpenGL)applet.g);
GL gl = pgl.beginGL();
gl.glPushMatrix();
gl.glMultMatrixf(shape.getGlobalMatrix().toFloatBuffer());
NewPt = Tools3D.projectGL(gl, pgl.glu, NewPt, NewPt);
gl.glPopMatrix();
pgl.endGL();
logger.debug(NewPt);
this.drag(NewPt, q);
}else{
return Matrix.get4x4Identity();