Digital Equipment Corporation OpenGL man pages



  glTranslated,	glTranslatef - multiply	the current matrix by a	translation

C Specification

  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

			    | 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.

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

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Last Edited: Fri Dec 6 11:18:03 EST 1996 by AFV
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