glTranslate.3G man page
glTranslate — 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 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.
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_COLOR_MATRIX
glGet() with argument GL_MODELVIEW_MATRIX
glGet() with argument GL_PROJECTION_MATRIX
glGet() with argument GL_TEXTURE_MATRIX
glMatrixMode(), glMultMatrix(), glPushMatrix(), glRotate(), glScale()
Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
The man pages glTranslated.3G(3) and glTranslatef.3G(3) are aliases of glTranslate.3G(3).