android Programming Glossary: mprojmatrix
Is Google's Android OpenGL tutorial teaching incorrect linear algebra? http://stackoverflow.com/questions/11925647/is-googles-android-opengl-tutorial-teaching-incorrect-linear-algebra of it Start out by creating a MVPMatrix by multiplying mProjMatrix mVMatrix. So far so good. Set the camera position View matrix.. and view transformation Matrix.multiplyMM mMVPMatrix 0 mProjMatrix 0 mVMatrix 0 Next they are appending a rotation to the left..
OpenGL ES Android Matrix Transformations http://stackoverflow.com/questions/13480043/opengl-es-android-matrix-transformations final float mMVPMatrix new float 16 private final float mProjMatrix new float 16 private final float mVMatrix new float 16 private.. and view transformation Matrix.multiplyMM mMVPMatrix 0 mProjMatrix 0 mVMatrix 0 Draw square mSquare.draw mMVPMatrix Now moving.. 0 0 1.0f Matrix.multiplyMM tempMatrix 0 mVMatrix 0 mProjMatrix 0 Matrix.multiplyMM mMVPMatrix 0 mModelMatrix 0 tempMatrix 0..
Is Opengl Development GPU Dependant? http://stackoverflow.com/questions/17229066/is-opengl-development-gpu-dependant coordinates in the onDrawFrame method Matrix.frustumM mProjMatrix 0 ratio ratio 1 1 3 7 Take into account device orientation if.. account device orientation if width height Matrix.frustumM mProjMatrix 0 ratio ratio 1 1 1 10 else Matrix.frustumM mProjMatrix 0 1.. mProjMatrix 0 ratio ratio 1 1 1 10 else Matrix.frustumM mProjMatrix 0 1 1 1 ratio 1 ratio 1 10 Save width and height this.width..
Is Google's Android OpenGL tutorial teaching incorrect linear algebra? http://stackoverflow.com/questions/11925647/is-googles-android-opengl-tutorial-teaching-incorrect-linear-algebra or is there something I am missing Here are the relevant bits of it Start out by creating a MVPMatrix by multiplying mProjMatrix mVMatrix. So far so good. Set the camera position View matrix Matrix.setLookAtM mVMatrix 0 0 0 3 0f 0f 0f 0f 1.0f 0.0f Calculate.. mVMatrix 0 0 0 3 0f 0f 0f 0f 1.0f 0.0f Calculate the projection and view transformation Matrix.multiplyMM mMVPMatrix 0 mProjMatrix 0 mVMatrix 0 Next they are appending a rotation to the left hand side of the MVPMatrix This seems a little weird. Create..
OpenGL ES Android Matrix Transformations http://stackoverflow.com/questions/13480043/opengl-es-android-matrix-transformations GLShip mTriangle private GLBackgroundStar mSquare private final float mMVPMatrix new float 16 private final float mProjMatrix new float 16 private final float mVMatrix new float 16 private final float mModelMatrix new float 16 private final float.. mVMatrix 0 0 0 3 0f 0f 0f 0f 1.0f 0.0f Calculate the projection and view transformation Matrix.multiplyMM mMVPMatrix 0 mProjMatrix 0 mVMatrix 0 Draw square mSquare.draw mMVPMatrix Now moving on to triangle aka ship Matrix.setIdentityM mModelMatrix 0 Matrix.translateM.. 0 0.1f 0f 0 Matrix.rotateM mModelMatrix 0 mTriangle.mAngle 0 0 1.0f Matrix.multiplyMM tempMatrix 0 mVMatrix 0 mProjMatrix 0 Matrix.multiplyMM mMVPMatrix 0 mModelMatrix 0 tempMatrix 0 Draw triangle mTriangle.draw mMVPMatrix public void onSurfaceChanged..
Is Opengl Development GPU Dependant? http://stackoverflow.com/questions/17229066/is-opengl-development-gpu-dependant height this projection matrix is applied to object coordinates in the onDrawFrame method Matrix.frustumM mProjMatrix 0 ratio ratio 1 1 3 7 Take into account device orientation if width height Matrix.frustumM mProjMatrix 0 ratio ratio 1 1.. Matrix.frustumM mProjMatrix 0 ratio ratio 1 1 3 7 Take into account device orientation if width height Matrix.frustumM mProjMatrix 0 ratio ratio 1 1 1 10 else Matrix.frustumM mProjMatrix 0 1 1 1 ratio 1 ratio 1 10 Save width and height this.width width.. account device orientation if width height Matrix.frustumM mProjMatrix 0 ratio ratio 1 1 1 10 else Matrix.frustumM mProjMatrix 0 1 1 1 ratio 1 ratio 1 10 Save width and height this.width width Save Current Width this.height height Save Current Height..
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