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<HTML><BODY><PRE> <STRONG>NAME</STRONG> <STRONG>fglTranslated,</STRONG> <STRONG>fglTranslatef</STRONG> - multiply the current matrix by a translation matrix <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglTranslated</STRONG>( REAL*8 <EM>x</EM>, REAL*8 <EM>y</EM>, REAL*8 <EM>z</EM> ) SUBROUTINE <STRONG>fglTranslatef</STRONG>( REAL*4 <EM>x</EM>, REAL*4 <EM>y</EM>, REAL*4 <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>fglTranslate</STRONG> produces a translation by (x,y,z). The current matrix (see <STRONG>fglMatrixMode</STRONG>) is multiplied by this translation matrix, with the product replacing the current matrix, as if <STRONG>fglMultMatrix</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>fglTranslate</STRONG> are translated. Use <STRONG>fglPushMatrix</STRONG> and <STRONG>fglPopMatrix</STRONG> to save and restore the untranslated coordinate system. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglTranslate</STRONG> is executed between the execution of <STRONG>fglBegin</STRONG> and the corresponding execution of <STRONG>fglEnd</STRONG>. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>fglGet</STRONG> with argument <STRONG>GL_MATRIX_MODE</STRONG> <STRONG>fglGet</STRONG> with argument <STRONG>GL_MODELVIEW_MATRIX</STRONG> <STRONG>fglGet</STRONG> with argument <STRONG>GL_PROJECTION_MATRIX</STRONG> <STRONG>fglGet</STRONG> with argument <STRONG>GL_TEXTURE_MATRIX</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>fglMatrixMode</STRONG>, <STRONG>fglMultMatrix</STRONG>, <STRONG>fglPushMatrix</STRONG>, <STRONG>fglRotate</STRONG>, <STRONG>fglScale</STRONG></PRE></BODY></HTML>
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