实际上我在我的渲染器类的 draw 方法中这样做:
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);
但它不起作用......我尝试了其他一些但没有运气,物体保持不变,没有旋转。
更新:我将代码更改为此,但没有运气。
// 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);