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:

eqn not supported

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.

glGet with argument GL_MATRIX_MODE glGet with argument GL_COLOR_MATRIX glGet with argument GL_MODELVIEW_MATRIX glGet with argument GL_PROJECTION_MATRIX glGet with argument GL_TEXTURE_MATRIX