OpenGL ES (11): 答疑解惑 -- 矩阵乘法Matrix.multiplyMM();

1.介绍


之前的文章中有将投影矩阵和相机视图变换矩阵结合的一个方法,生成一个新的矩阵mMVPMatrix。

  • Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);

看官方文档:

public static void multiplyMM (float[] result, int resultOffset, float[] lhs, int lhsOffset, float[] rhs, int rhsOffset)

Multiplies two 4x4 matrices together and stores the result in a third 4x4 matrix. In matrix notation: result = lhs x rhs.

将两个4x4矩阵相乘,并将结果存储在第三个4x4矩阵中。以矩阵表示法表示:结果=lhs x rhs。

Parameters

result The float array that holds the result. 保存结果的浮点数数组。
resultOffset The offset into the result array where the result is stored.
lhs The float array that holds the left-hand-side matrix. 保存左侧矩阵的浮点数数组。
lhsOffset The offset into the lhs array where the lhs is stored
rhs The float array that holds the right-hand-side matrix. 包含右侧矩阵的浮点数数组
rhsOffset The offset into the rhs array where the rhs is stored.

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转载自blog.csdn.net/qq_38261174/article/details/83050689