pushmatrix and popmatrix

Hi iv designed a swing, but i want to use pushmatrix and popmatrix. I am trying to have the seat on the swing move.Could anybody help me.Thanks
#include “glut.h”
#include “stdlib.h”

float rotate;
float rotate2;
float rotate3;

void drawBar()
{
glBegin(GL_POLYGON);
glColor3f(0.3,0.3,0.3);//colour shading from corner to corner
glVertex3f(0,0,0);
glVertex3f(10,0,0);
glColor3f(1,0,0);//colour shading from corner to corner
glVertex3f(10,2,0);
glVertex3f(0,2,0);
glEnd();

//back panel of base
glBegin(GL_POLYGON);
glColor3f(0.3,0.3,0.3);//colour shading from corner to corner
glVertex3f(0,0,-10);
glVertex3f(10,0,-10);
glColor3f(1,0,0);//colour shading from corner to corner
glVertex3f(10,2,-10);
glVertex3f(0,2,-10);
glEnd();

//right panel of base
glBegin(GL_POLYGON);
glColor3f(0.3,0.3,0.3);//colour shading from corner to corner
glVertex3f(10,0,0);
glVertex3f(10,0,-10);
glColor3f(1,0,0);//colour shading from corner to corner
glVertex3f(10,2,-10);
glVertex3f(10,2,0);
glEnd();

//left 
glBegin(GL_POLYGON);
	glColor3f(0.3,0.3,0.3);
	glVertex3f(0,0,0);//colour shading from corner to corner
	glVertex3f(0,0,-10);
	glColor3f(1,0,0);//colour shading from corner to corner
	glVertex3f(0,2,-10);
	glVertex3f(0,2,0);
glEnd();

//bottom panel of base
glBegin(GL_POLYGON);
glColor3f(0.3,0.3,0.3);//colour shading from corner to corner
glVertex3f(0,0,0);
glVertex3f(10,0,0);
glColor3f(1,0,0);//colour shading from corner to corner
glVertex3f(10,0,-10);
glVertex3f(0,0,-10);
glEnd();

//top panel of base
glBegin(GL_POLYGON);
glColor3f(0.3,0.3,0.3);//colour shading from corner to corner
glVertex3f(0,2,0);
glVertex3f(10,2,0);
glColor3f(1,0,0);//colour shading from corner to corner
glVertex3f(10,2,-10);
glVertex3f(0,2,-10);
glEnd();

}

void drawRope()
{
glBegin(GL_LINES);
glColor3f(1,1,1);
glVertex3f(0,0,0);
glVertex3f(0,12,0);
glEnd();
}

void drawRope2()
{
glBegin(GL_LINES);
glColor3f(1,1,1);
glVertex3f(0,0,0);
glVertex3f(0,-12,0);
glEnd();
}

void drawSeat()
{
//front
glBegin(GL_POLYGON);
glColor3f(0.3,0.3,0.3);//colour shading from corner to corner
glVertex3f(0,0,0);
glVertex3f(-5,0,0);
glColor3f(1,0,0);//colour shading from corner to corner
glVertex3f(-5,2,0);
glVertex3f(0,2,0);
glEnd();

//back panel of base
glBegin(GL_POLYGON);
glColor3f(0.3,0.3,0.3);//colour shading from corner to corner
glVertex3f(0,0,-5);
glVertex3f(-5,0,-5);
glColor3f(1,0,0);//colour shading from corner to corner
glVertex3f(-5,2,-5);
glVertex3f(0,2,-5);
glEnd();

//right  panel of base
glBegin(GL_POLYGON);
	glColor3f(0.3,0.3,0.3);//colour shading from corner to corner
	glVertex3f(-5,0,0);
	glVertex3f(-5,0,-5);
	glColor3f(1,0,0);//colour shading from corner to corner
	glVertex3f(-5,2,-5);
	glVertex3f(-5,2,0);
glEnd();

//left 
glBegin(GL_POLYGON);
	glColor3f(0.3,0.3,0.3);
	glVertex3f(0,0,0);//colour shading from corner to corner
	glVertex3f(0,0,-5);
	glColor3f(1,0,0);//colour shading from corner to corner
	glVertex3f(0,2,-5);
	glVertex3f(0,2,0);
glEnd();

//bottom panel of base
glBegin(GL_POLYGON);
glColor3f(0.3,0.3,0.3);//colour shading from corner to corner
glVertex3f(0,0,0);
glVertex3f(-5,0,0);
glColor3f(1,0,0);//colour shading from corner to corner
glVertex3f(-5,0,-5);
glVertex3f(0,0,-5);
glEnd();

//top panel of base
glBegin(GL_POLYGON);
glColor3f(0.3,0.3,0.3);//colour shading from corner to corner
glVertex3f(0,2,0);
glVertex3f(-5,2,0);
glColor3f(1,0,0);//colour shading from corner to corner
glVertex3f(-5,2,-5);
glVertex3f(0,2,-5);
glEnd();

}

void drawSwing()
{

glTranslatef(0,0,-20);
drawBar();

glPushMatrix();
	glTranslatef(2,0,0);
	glRotatef(rotate,1,0,0);
	glTranslatef(0,-12,0);
	drawRope();
	glTranslatef(5,0,0);
	glRotatef(rotate,1,0,0);
	drawSeat();
	glTranslatef(0,12,0);
	drawRope2();		

	glPopMatrix();	

}

void draw(void)
{
//clear the current window
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//make changes to the modelview matrix

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

//this calls my main function windchime function to draw it on the screen
drawSwing();

//flush the scene into the buffer
glFlush();
//swap the back buffer with the front buffer
glutSwapBuffers();
}

void key(unsigned char k, int x, int y)
{
switch(k)

{
case 'a':
	rotate -=10;
break;


case 'z':
	rotate2 -=10;
break;
}

draw();

}

void idle()
{
//this is good place to do animation
//since thee are no animations in the test we can leave idle empty
}

void reshape(int width, int height)
{
//set the viewport to be the same width and height as the window
glViewport(0,0,width, height);
//make changes to the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();

//set up our projection type
//we’ll be using a perspective projection, with a 90 degree
//field of view
gluPerspective(90.0, (float) width / (float) height, 0.1, 100.0);
//redraw the view during resizing
draw();
}

//set up OpenGL before we do any drawing
//this function is only called once at the start of the program
void init_drawing(void)
{
//blend colours across the surface of the polygons
//another mode to try is GL_FLAT which is flat shading
glShadeModel(GL_SMOOTH);
//turn lighting off
glDisable(GL_LIGHTING);
//enable OpenGL hidden surface removal
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
}

int main(int argc, char *argv[])
{
//Initialise Glut and create a window
glutInit(&argc, argv);
//sets up our display mode
//here we’ve selected an RGBA display with depth testing
//and double buffering enabled
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
//create a window and pass through the windows title
glutCreateWindow(“Basic Glut Application”);

//run our own drawing initialisation routine
init_drawing();

//tell glut the names of our callback functions point to our
//functions that we defined at the start of this file
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glutDisplayFunc(draw);

//request a window size of 600 x 600
glutInitWindowSize(800,800);
glutReshapeWindow(800,800);

//go into the main loop
//this loop won’t terminate until the user exits the
//application
glutMainLoop();

return 0;
}

quote:

Originally posted by hoganh:

void drawSwing()
{

glTranslatef(0,0,-20);
drawBar();

glPushMatrix();
glTranslatef(2,0,0);
glRotatef(rotate,1,0,0);
glTranslatef(0,-12,0);
drawRope();
glTranslatef(5,0,0);
glRotatef(rotate,1,0,0);
drawSeat();
glTranslatef(0,12,0);
drawRope2();

glPopMatrix();
}


void drawSwing()
{
glPushMatrix();
glTranslatef(0,0,-20);
drawBar();
glPopMatrix();

glPushMatrix();
glTranslatef(2,0,0);
glRotatef(rotate,1,0,0);
glPopMatrix();

glPushMatrix();
glTranslatef(0,-12,0);
drawRope();
glPopMatrix();

glPushMatrix();
glTranslatef(5,0,0);
glRotatef(rotate,1,0,0);
drawSeat();
glPopMatrix();

glPushMatrix();
glTranslatef(0,12,0);
drawRope2();
glPopMatrix();

}

Refer to chapter 3 in Red Book. Hope it can help. Thanks.

Cheers.Thanks for your help