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The glTranslated and glTranslatef functions multiply the current matrix by a translation matrix.
void glTranslated(
GLdouble x, GLdouble y, GLdouble z);void glTranslatef( GLfloat x, GLfloat y, GLfloat z );
- x, y, z
The x, y, and z coordinates of a translation vector.
The glTranslate function produces the translation 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.
The following functions retrieve information related to glTranslated and glTranslatef:
glGet with argument GL_MATRIX_MODE
glGet with argument GL_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX
The following is the error code and its condition.
Error code | Condition |
---|---|
GL_INVALID_OPERATION | glTranslate was called between a call to glBegin and the corresponding call to glEnd. |
** Windows NT/2000:** Requires Windows NT 3.5 or later.
** Windows 95/98:** Requires Windows 95 or later. Available as a redistributable for Windows 95.
** Header:** Declared in Gl.h.
** Library:** Use Opengl32.lib.
glBegin, glEnd, glMatrixMode, glMultMatrix, glPushMatrix, glRotate, glScale