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<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>
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