glTranslated, glTranslatef - multiply the current matrix by a translation matrix
void glTranslated( GLdouble x, GLdouble y, GLdouble z ) void glTranslatef( GLfloat x, GLfloat y, GLfloat z )
x, y, z Specify the x, y, and z coordinates of a translation vector.
glTranslate moves the coordinate system origin to the point specified by (x,y,z). The translation vector is used to compute a 4x4 translation matrix: | 1 0 0 x | | | | 0 1 0 y | | | | 0 0 1 z | | | | 0 0 0 1 | The current matrix (see glMatrixMode) is multiplied by this translation matrix, with the product replacing the current matrix. That is, if M is the current matrix and T is the translation matrix, then M is replaced with M · T. If the matrix mode is either GL_MODELVIEW or GL_PROJECTION, all objects drawn after glTranslate is called are translated. Use glPushMatrix and glPopMatrix to save and restore the untranslated coordinate system.
GL_INVALID_OPERATION is generated if glTranslate is executed between the execution of glBegin and the corresponding execution of glEnd.
glGet with argument GL_MATRIX_MODE glGet with argument GL_MODELVIEW_MATRIX glGet with argument GL_PROJECTION_MATRIX glGet with argument GL_TEXTURE_MATRIX
glMatrixMode, glMultMatrix, glPushMatrix, glRotate, glScale
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Last Edited: Tue, May 23, 1995