Don`t use the view matrix to rotate objects, this matrix is used as the camera for all the scene, To transform an object you should use the model matrix. To rotate if around its own center, you can use the following method:
public void transform(float[] mModelMatrix) {
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.translateM(mModelMatrix, 0, 0, y, 0);
Matrix.rotateM(mModelMatrix, 0, mAngle, 0.0f, 0.0f, 1.0f);
}
Don`t forget use the identity matrix to reset the transformations in every loop.
I think your code is worng. You shoud update the value of 'y' before to apply any transformation.
public void onDrawFrame(GL10 gl) {
...
y += speed;
transform(mModelMatrix);
updateMVP(mModelMatrix, mViewMatrix, mProjectionMatrix, mMVPMatrix);
renderObject(mMVPMatrix);
...
}
The updateMVP method, will combine the model, view and projection matrices:
private void updateMVP(
float[] mModelMatrix,
float[] mViewMatrix,
float[] mProjectionMatrix,
float[] mMVPMatrix) {
// combine the model with the view matrix
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
// combine the model-view with the projection matrix
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
}
And at last the render method, will execute the Shaders to paint the object:
public void renderObject(float[] mMVPMatrix) {
GLES20.glUseProgram(mProgram);
...
// Pass the MVP data into the shader
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
// Draw the shape
GLES20.glDrawElements (...);
}
I hope this will help you.