Loading docs/html/training/graphics/opengl/motion.jd +3 −3 Original line number 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 transformation matrix (a rotation matrix) and then combine it with your projection and camera view tranformation matrices:</p> camera view transformation matrices:</p> <pre> private float[] mRotationMatrix = new float[16]; Loading @@ -56,7 +56,7 @@ public void onDrawFrame(GL10 gl) { // Create a rotation transformation for the triangle long time = SystemClock.uptimeMillis() % 4000L; 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 Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0); Loading Loading
docs/html/training/graphics/opengl/motion.jd +3 −3 Original line number 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 transformation matrix (a rotation matrix) and then combine it with your projection and camera view tranformation matrices:</p> camera view transformation matrices:</p> <pre> private float[] mRotationMatrix = new float[16]; Loading @@ -56,7 +56,7 @@ public void onDrawFrame(GL10 gl) { // Create a rotation transformation for the triangle long time = SystemClock.uptimeMillis() % 4000L; 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 Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0); Loading