glTranslate produces a translation by
("x","y","z").
The current matrix
(see
glMatrixMode )
is multiplied by this translation matrix,
with the product replacing the current matrix, as if
glMultMatrix were called with the following matrix
for its argument:
.sp
.ce
.EQ
left ( ~ down 20 matrix {
ccol { 1~~ above 0~~ above 0~~ above 0~~ }
ccol { 0~~ above 1~~ above 0~~ above 0~~ }
ccol { 0~~ above 0~~ above 1~~ above 0~~ }
ccol { "x"~ above "y"~ above "z"~ above 1}
} ~~right )
.EN
.sp
.RE
If the matrix mode is either GL_MODELVIEW or GL_PROJECTION ,
all objects drawn after a call to glTranslate are translated.
Use glPushMatrix and
glPopMatrix to save and restore
the untranslated coordinate system.