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Lines Matching refs:Matrix

24 import android.opengl.Matrix;
65 /** Projection transformation matrix. Converts from 3D to 2D. */
70 * relative coordinates. One matrix per camera position.
74 /** The view transformation matrix to use in ambient mode */
79 * coordinates. One matrix per degree of rotation.
84 * Products of {@link #mViewMatrices} and {@link #mProjectionMatrix}. One matrix per camera
198 Matrix.setRotateM(mModelMatrices[i], 0, i, 0, 0, 1);
203 // Set the camera position (View matrix). When active, move the eye around to show
208 Matrix.setLookAtM(mViewMatrices[i],
215 Matrix.setLookAtM(mAmbientViewMatrix,
229 // Update the projection matrix based on the new aspect ratio.
231 Matrix.frustumM(mProjectionMatrix,
242 Matrix.multiplyMM(mVpMatrices[i], 0, mProjectionMatrix, 0, mViewMatrices[i], 0);
245 Matrix.multiplyMM(mAmbientVpMatrix, 0, mProjectionMatrix, 0, mAmbientViewMatrix, 0);
426 // Draw background color and select the appropriate view projection matrix. The
427 // background should always be black in ambient mode. The view projection matrix used is
452 // Combine the model matrix with the projection and camera view.
453 Matrix.multiplyMM(mMvpMatrix, 0, vpMatrix, 0, mModelMatrices[hoursIndex], 0);
458 // Combine the model matrix with the projection and camera view.
459 Matrix.multiplyMM(mMvpMatrix, 0, vpMatrix, 0, mModelMatrices[minIndex], 0);
464 // Combine the model matrix with the projection and camera view.
465 Matrix.multiplyMM(mMvpMatrix, 0, vpMatrix, 0, mModelMatrices[secIndex], 0);