I am trying to make a projection matrix scaling the screen and making a coordination system. For some reason I don't think any of my matrix calling is working...

All

Using the code below my quad moves position. However, I don't want this to happen, all I'm after is for the center of rotation to move.

Does anyone have any ideas?

Note, If I place a translate function before the rotate it has no effect whatsoever.

Any help would be appreciated.

I'm reading official Android OpenGL ES 2.0 tutorial, and I noticed something.

Boy this has been troubling me ages now

I have implemented 2 different frameworks for rendering text in OpenGl 2.0
https://github.com/d3kod/Texample2 and http://androidblog.reindustries.com/a-real-opengl-es-2-0-2d-tutorial-par...

The problem is, in a 3D world you want the text to face you, or rotate around the object.
These all seem to rotate from the left corner and not the cent

#include<iostream>
using namespace std;
class matrix
{
int row,col,**p;
public :
matrix()
{
row=0;
col=0;
p=NULL;
}
matrix(int,int);
~matrix();
void read();
void display();
void add(matrix,matrix);
void mult(matrix,matrix);
};
matrix :: matrix(int r,int c)
{
row =r;
col =c;
p =new int*[row];
for(int i=0;i<row;i++)
p[i] =new int[col];
}
matrix :: ~matrix

I am applying a rotation matrix to my view matrix:

float[] mTmpMatrix = new float[16];
Matrix.setLookAtM(mTmpMatrix, 0, // mViewMatrix
mCameraPosition[0], mCameraPosition[1], mCameraPosition[2], // eye
mTargetRotPosition[0], mTargetRotPosition[1], mTargetRotPosition[2],
0, 1, 0); // up
Matrix.multiplyMM(mViewMatrix, 0, mRotationMatrix, 0, mTmpMatrix

I've been wondering if anyone has some knowledge about

android.opengl.Matrix.multiplyMM

that they could share.

.

Reason for asking is, when learning through OpenGL ES, the method is widely used for all sorts of calculations. However, there is the android.renderscript.Matrix4f which I find working with more natural than with primitive float[] arrays.

I've been looking at the documentation and the only drawBitmap() that allows a Matrix as parameter doesn't take any kind of screen coordinates by parameter.

I'm using the following code to draw my bitmap with a matrix rotation:

Matrix matrix = new Matrix();
matrix.setRotate(rotation,bitmap.getWidth()/2,bitmap.getHeight()/2);
canvas.drawBitmap(bitmap, matrix, null);

Which of course draws my bit

First of all I never used canvas transformations before. But here is that I have to do:

say I have a canvas that holds an image.