`glTranslated`, `glTranslatef`: multiply the current matrix by
a translation matrix.

C Specification |
Parameters |
Description |
Errors |
Associated Gets |
See Also
void glTranslated(
GLdouble *x*,
GLdouble *y*,
GLdouble *z*)
void glTranslatef(
GLfloat *x*,
GLfloat *y*,
GLfloat *z*)

*x*, *y*, *z*
- Specify the
*x*, *y*, and *z*
coordinates of a translation vector.

`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:

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
`glTranslate` are translated.

Use `glPushMatrix` and `glPopMatrix` to save and restore the
untranslated coordinate system.

**GL_INVALID_OPERATION** is generated if `glTranslate` is executed between the
execution of `glBegin` and the
corresponding execution of `glEnd`.

`glGet` with argument
**GL_MATRIX_MODE**

`glGet` with argument
**GL_MODELVIEW_MATRIX**

`glGet` with argument
**GL_PROJECTION_MATRIX**

`glGet` with argument
**GL_TEXTURE_MATRIX**
`glMatrixMode`,

`glMultMatrix`,

`glPushMatrix`,

`glRotate`,

`glScale`