fglTranslate(3G)
fglTranslated, fglTranslatef - multiply the current matrix by a translation matrix
As shipped in IRIX 6.5.5. Unchanged since IRIX 6.5.
NAME fglTranslated, fglTranslatef - multiply the current matrix by a translation matrix FORTRAN SPECIFICATION SUBROUTINE fglTranslated( REAL*4 x, REAL*4 y, REAL*4 z ) SUBROUTINE fglTranslatef( REAL*4 x, REAL*4 y, REAL*4 z ) PARAMETERS x, y, z Specify the x, y, and z coordinates of a translation vector. DESCRIPTION fglTranslate moves the coordinate system origin to the point specified by (x,y,z). The translation vector is used to compute a 4x4 translation matrix: | | 1 0 0 x | | | 0 1 0 y | | | 0 0 1 z | | | 0 0 0 1 | The current matrix (see fglMatrixMode) 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 o T. If the matrix mode is either GL_MODELVIEW or GL_PROJECTION, all objects drawn after fglTranslate is called are translated. Use fglPushMatrix and fglPopMatrix to save and restore the untranslated coordinate system. ERRORS GL_INVALID_OPERATION is generated if fglTranslate is executed between the execution of fglBegin and the corresponding execution of fglEnd. ASSOCIATED GETS fglGet with argument GL_MATRIX_MODE fglGet with argument GL_MODELVIEW_MATRIX fglGet with argument GL_PROJECTION_MATRIX fglGet with argument GL_TEXTURE_MATRIX SEE ALSO fglMatrixMode, fglMultMatrix, fglPushMatrix, fglRotate, fglScale