The methods of Android.Opengl.Matrix are listed below. For a list of all members, see the Matrix Members list.
See Also: Inherited members from Java.Lang.Object
| static  | FrustumM(float[], int, float, float, float, float, float, float) Defines a projection matrix in terms of six clip planes. | |
| static  | InvertM(float[], int, float[], int) Inverts a 4 x 4 matrix. | |
| static  | Length(float, float, float) Computes the length of a vector. | |
| static  | MultiplyMM(float[], int, float[], int, float[], int) Multiplies two 4x4 matrices together and stores the result in a third 4x4 matrix. | |
| static  | MultiplyMV(float[], int, float[], int, float[], int) Multiplies a 4 element vector by a 4x4 matrix and stores the result in a 4-element column vector. | |
| static  | OrthoM(float[], int, float, float, float, float, float, float) Computes an orthographic projection matrix. | |
| static  | PerspectiveM(float[], int, float, float, float, float) Defines a projection matrix in terms of a field of view angle, an aspect ratio, and z clip planes. | |
| static  | RotateM(float[], int, float, float, float, float) Rotates matrix m in place by angle a (in degrees) around the axis (x, y, z). | |
| static  | RotateM(float[], int, float[], int, float, float, float, float) Rotates matrix m by angle a (in degrees) around the axis (x, y, z). | |
| static  | ScaleM(float[], int, float, float, float) Scales matrix m in place by sx, sy, and sz. | |
| static  | ScaleM(float[], int, float[], int, float, float, float) Scales matrix m by x, y, and z, putting the result in sm. | |
| static  | SetIdentityM(float[], int) Sets matrix m to the identity matrix. | |
| static  | SetLookAtM(float[], int, float, float, float, float, float, float, float, float, float) Defines a viewing transformation in terms of an eye point, a center of view, and an up vector. | |
| static  | SetRotateEulerM(float[], int, float, float, float) Converts Euler angles to a rotation matrix. | |
| static  | SetRotateM(float[], int, float, float, float, float) Creates a matrix for rotation by angle a (in degrees) around the axis (x, y, z). | |
| static  | TranslateM(float[], int, float, float, float) Translates matrix m by x, y, and z in place. | |
| static  | TranslateM(float[], int, float[], int, float, float, float) Translates matrix m by x, y, and z, putting the result in tm. | |
| static  | TransposeM(float[], int, float[], int) Transposes a 4 x 4 matrix. | |