gl.Translate(x, y, z)
gl.Translate()
produces a translation by (x,y,z). The current matrix (See gl.MatrixMode for details.) is multiplied by this translation
matrix, with the product replacing the current matrix, as if gl.MultMatrix() were called with the following matrix for its argument:
1 0 0 x 0 1 0 y 0 0 1 z 0 0 0 1 |
If the matrix mode is either #GL_MODELVIEW
or #GL_PROJECTION
, all objects drawn after a call to gl.Translate()
are translated.
Use gl.PushMatrix() and gl.PopMatrix() to save and restore the untranslated coordinate system.
Please consult an OpenGL reference manual for more information.
#GL_INVALID_OPERATION
is generated if gl.Translate()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End().
#GL_MATRIX_MODE
gl.Get() with argument #GL_MODELVIEW_MATRIX
gl.Get() with argument #GL_PROJECTION_MATRIX
gl.Get() with argument #GL_TEXTURE_MATRIX