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Diffstat (limited to 'docs/html/training/graphics/opengl/motion.jd')
| -rw-r--r-- | docs/html/training/graphics/opengl/motion.jd | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/docs/html/training/graphics/opengl/motion.jd b/docs/html/training/graphics/opengl/motion.jd index fbcdd7f..b026a4a 100644 --- a/docs/html/training/graphics/opengl/motion.jd +++ b/docs/html/training/graphics/opengl/motion.jd @@ -45,16 +45,17 @@ to a shape with rotation.</p> <h2 id="rotate">Rotate a Shape</h2> -<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 +<p>Rotating a drawing object with OpenGL ES 2.0 is relatively simple. In your renderer, create +another transformation matrix (a rotation matrix) and then combine it with your projection and camera view transformation matrices:</p> <pre> private float[] mRotationMatrix = new float[16]; public void onDrawFrame(GL10 gl) { - ... float[] scratch = new float[16]; + ... + // Create a rotation transformation for the triangle long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); |
