Table of Contents

**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* )

**eqn not supported**

*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:

**eqn not supported**
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(3G)**
, **glMultMatrix(3G)**
,
**glPushMatrix(3G)**
, **glRotate(3G)**
, **glScale(3G)**

**Table of Contents**