Getting the world position of mesh vertices?

I have some simple mesh objects in my scene, and I want to obtain the position of each vertex in them. So far, I have the following code to do so.

MeshFilter mf = cube.GetComponent<MeshFilter>();
for (int i = 0; i < mf.mesh.vertices.length; i++)
        Vector3 v = mf.mesh.vertices*;*

The problem is that this only obtains the local position of each vertex according to the unmodified mesh. (i.e., cubes will have vertices at (0.5, 0.5, 0.5), (-0.5, 0.5, 0.5), (-0.5, -0.5, 0.5) etc… no matter where the cube is in the scene.)
Is there any way to obtain the world position of these vertices instead of this useless local position?

Don’t be so harsh, they are not useless )

Matrix 4x4 localToWorld = transform.localToWorldMatrix;

for(int i = 0; i<mf.mesh.vertices.Length; ++i){
      Vector3 world_v = localToWorld.MultiplyPoint3x4(mf.mesh.vertices*);*

More about matrices [here][1]
[1]: Unity - Scripting API: Matrix4x4

Or use
Vector3 worldPt = transform.TransformPoint(meshVert);