目录
x轴向右
y轴向上
z轴向里
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矩阵的旋转
Matrix.rotateM(matrix, offset, a, x, y, z);
a:旋转角度
正数:逆时针旋转
负数:顺时针旋转
x、y、z:分别表示相应坐标轴 取值0,1类似于Boolen值,例如 x=1代表x轴旋转
@Override
public void onSurfaceChanged(int width, int height) {
GLES20.glViewport(0, 0, width, height);
Log.e(TAG, "onSurfaceChanged: width=" + width + "---height=" + height);
fboRender.onChange(width, height);
if (width > height) {
Matrix.orthoM(matrix, 0, -width / ((height / 665f * 500f)), width / ((height / 665f * 500f)), -1f, 1f, -1f, 1f);
} else {
Matrix.orthoM(matrix, 0, -1, 1, -height / ((width / 500 * 655f)), height / ((width / 500f * 665f)), -1f, 1f);
}
Matrix.rotateM(matrix, 0, 180, 1, 0, 0);
}
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@Override
public void onSurfaceChanged(int width, int height) {
GLES20.glViewport(0, 0, width, height);
Log.e(TAG, "onSurfaceChanged: width=" + width + "---height=" + height);
fboRender.onChange(width, height);
if (width > height) {
Matrix.orthoM(matrix, 0, -width / ((height / 665f * 500f)), width / ((height / 665f * 500f)), -1f, 1f, -1f, 1f);
} else {
Matrix.orthoM(matrix, 0, -1, 1, -height / ((width / 500 * 655f)), height / ((width / 500f * 665f)), -1f, 1f);
}
Matrix.rotateM(matrix, 0, 45, 0, 0, 1);
}
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