**glTranslate**

### NAME

**glTranslated**, **glTranslatef** -- multiply the current matrix
by a translation matrix
### C SPECIFICATION

void **glTranslated**(GLdouble *x*,
GLdouble *y*,
GLdouble *z*)
void **glTranslatef**(GLfloat *x*,
GLfloat *y*,
GLfloat *z*)

### PARAMETERS

*x*, *y*, *z*-
Specify the
*x*, *y*, and *z* coordinates of a
translation vector.

### DESCRIPTION

**glTranslate** moves the coordinate system origin to the point
specified by (*x*, *y*, *z*). The translation vector is
used to compute a 4x4 translation matrix:

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.

### ERRORS

**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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© *1995 Uwe Behrens. All rights reserved.*