Actually Im doing this into the draw method of my renderer class:
Matrix.setIdentityM(mMMatrix, 0);
// Rotate view
long time = SystemClock.uptimeMillis()*4000L;
float angle = .09F*(int)time;
Matrix.setRotateM(mMMatrix, 0, angle, 1, 0, 0);
Matrix.rotateM(mMMatrix, 0, -2f, 1, 0, 0);
//Matrix.scaleM(mMMatrix, 0, 0.01f, 0.01f, 0.01f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
// Draw Shapes
obj.draw(mMVPMatrix);
But it doesn’t work… i’v tried some other but no luck, the objects stays the same, no rotation.
Update: I change the code to this and no luck.
// Clear Screen
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
Matrix.setIdentityM(mMMatrix, 0);
// Rotate view
Matrix.setRotateM(mMMatrix, 0, angle, 1, 0, 0);
//Matrix.scaleM(mMMatrix, 0, 0.01f, 0.01f, 0.01f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVMatrix, 0);
// Draw Shapes
obj.draw(mMVPMatrix);
Why are you Matrix.rotateM after Matrix.setRotateM ? The second disabled the first.
Here the pseudo code I’m using in my engine :
Hope it helps 😉