**NAME**
**glTranslated,** **glTranslatef** - multiply the current matrix by
a translation matrix
**C** **SPECIFICATION**
void **glTranslated**( GLdouble *x*,
GLdouble *y*,
GLdouble *z* )
void **glTranslatef**( GLfloat *x*,
GLfloat *y*,
GLfloat *z* )
**PARAMETERS**
*x*, *y*, *z*
Specify the *x*, *y*, and *z* coordinates of a translation
vector.
**DESCRIPTION**
**glTranslate** produces a translation by (x,y,z). The current
matrix (see
**glMatrixMode**) is multiplied by this translation matrix, with
the product replacing the current matrix, as if **glMultMatrix**
were called with the following matrix for its argument:
( 1 0 0 x )
| |
| 0 1 0 y |
| 0 0 1 z |
| |
( 0 0 0 1 )
If the matrix mode is either **GL_MODELVIEW** or **GL_PROJECTION**,
all objects drawn after a call to **glTranslate** are
translated.
Use **glPushMatrix** and **glPopMatrix** to save and restore the
untranslated coordinate system.
**ERRORS**
**GL_INVALID_OPERATION** is generated if **glTranslate** is executed
between the execution of **glBegin** and the corresponding
execution of **glEnd**.
**ASSOCIATED** **GETS**
**glGet** with argument **GL_MATRIX_MODE**
**glGet** with argument **GL_MODELVIEW_MATRIX**
**glGet** with argument **GL_PROJECTION_MATRIX**
**glGet** with argument **GL_TEXTURE_MATRIX**
**SEE** **ALSO**
**glMatrixMode**, **glMultMatrix**, **glPushMatrix**, **glRotate**, **glScale**