The next step is a quick one. Let's make the cube spin. This is achieved by rotating the `cubeTransform`

matrix a little bit for each frame. We can define a `TIME_DELTA`

value for this. Add the static variable, as follows:

// Viewing variables private static final float TIME_DELTA = 0.3f;

Then, modify `cubeTransform`

for each frame, and add the following line of code to the `onNewFrame`

method:

Matrix.rotateM(cubeTransform, 0, TIME_DELTA, 0.5f, 0.5f, 1.0f);

The `Matrix.rotateM`

function applies a rotation to a transformation matrix based on an angle and an axis. In this case, we are rotating by an angle of `TIME_DELTA`

around the axis vector (0.5, 0.5, 1). Strictly speaking, you should provide a normalized axis, but all that matters is the ...

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