GL.glTranslate produces a translation by
("x","y","z").
The current matrix
(see
GL.glMatrixMode)
is multiplied by this translation matrix,
with the product replacing the current matrix, as if
GL.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 GL.glTranslate are translated.
Use GL.glPushMatrix and
GL.glPopMatrix to save and restore
the untranslated coordinate system.