Loading docs/html/training/graphics/opengl/motion.jd +3 −3 Original line number Original line Diff line number Diff line Loading @@ -47,7 +47,7 @@ to a shape with rotation.</p> <p>Rotating a drawing object with OpenGL ES 2.0 is relatively simple. You create another <p>Rotating a drawing object with OpenGL ES 2.0 is relatively simple. You create another transformation matrix (a rotation matrix) and then combine it with your projection and transformation matrix (a rotation matrix) and then combine it with your projection and camera view tranformation matrices:</p> camera view transformation matrices:</p> <pre> <pre> private float[] mRotationMatrix = new float[16]; private float[] mRotationMatrix = new float[16]; Loading @@ -56,7 +56,7 @@ public void onDrawFrame(GL10 gl) { // Create a rotation transformation for the triangle // Create a rotation transformation for the triangle long time = SystemClock.uptimeMillis() % 4000L; long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); float angle = 0.090f * ((int) time); Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f); Matrix.setRotateM(mRotationMatrix, 0, angle, 0, 0, -1.0f); // Combine the rotation matrix with the projection and camera view // Combine the rotation matrix with the projection and camera view Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0); Loading Loading
docs/html/training/graphics/opengl/motion.jd +3 −3 Original line number Original line Diff line number Diff line Loading @@ -47,7 +47,7 @@ to a shape with rotation.</p> <p>Rotating a drawing object with OpenGL ES 2.0 is relatively simple. You create another <p>Rotating a drawing object with OpenGL ES 2.0 is relatively simple. You create another transformation matrix (a rotation matrix) and then combine it with your projection and transformation matrix (a rotation matrix) and then combine it with your projection and camera view tranformation matrices:</p> camera view transformation matrices:</p> <pre> <pre> private float[] mRotationMatrix = new float[16]; private float[] mRotationMatrix = new float[16]; Loading @@ -56,7 +56,7 @@ public void onDrawFrame(GL10 gl) { // Create a rotation transformation for the triangle // Create a rotation transformation for the triangle long time = SystemClock.uptimeMillis() % 4000L; long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); float angle = 0.090f * ((int) time); Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f); Matrix.setRotateM(mRotationMatrix, 0, angle, 0, 0, -1.0f); // Combine the rotation matrix with the projection and camera view // Combine the rotation matrix with the projection and camera view Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0); Loading