Translate

The Translate function moves the coordinate system origin to the point specified by (x, y, z).

Translate( x,y,z);

Arguments                                x, y, z

The x, y, and z coordinates of a translation vector.

Remarks

In an Actor Script, this has the effect of translating the actor by the vector [x,y,z].  It does not affect the position or orientation of other actors.  Use this to position actors in the scene.  Within the glDraw {...} protocol, you should use PushMatrix and PopMatrix as described below to leave the scene undisturbed. For example:

gldraw {

pushmatrix();

translate(5,0,0);

solidteapot(5);

popmatrix();

refresh();

}

The final refresh() is to remove the anonymous actor.  The overall effect is to create a (temporary) teapot translated to [5,0,0] in the scene leaving the other actors fixed.

The current matrix (see MatrixMode) 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·T.

If the matrix mode is either GL_MODELVIEW or GL_PROJECTION, all objects drawn after Translate is called are translated. Use PushMatrix and PopMatrix to save and restore the untranslated coordinate system.

Note:  Do not call Translate between a call to Begin and the corresponding call to End.

See Also

Begin

End

MatrixMode

PushMatrix

Popmatrix

Scale

Rotate