glTranslated,
glTranslatef
[New
- Windows 95, OEM Service Release 2]
The glTranslated
and glTranslatef functions multiply the current matrix by a translation
matrix.
void glTranslated(
|
GLdouble x, |
|
|
GLdouble y, |
|
|
GLdouble z |
|
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); |
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void glTranslatef(
|
GLfloat x, |
|
|
GLfloat y, |
|
|
GLfloat z |
|
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); |
|
Parameters
x,
y, z
The x,
y, and z coordinates of a translation vector.
Remarks
The
glTranslate function moves the coordinate system origin to the point
specified by (x, y, z). The translation vector is used to
compute a 4x4 translation matrix:
{bml bm62.BMP}
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
Error Codes
The following
are the error codes generated and their conditions.
|
Error
Code |
Condition |
|
GL_INVALID_OPERATION
|
glTranslate was called between a call to glBegin and the
corresponding call to glEnd. |
See Also