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