.. Rotation difference issue is because variable
touchTurn changes before passing to second object:
solved it this way:
public void onDrawFrame(GL10 gl) {
if (touchTurn != 0) {
float tmp = touchTurn;
horizon_background.rotateZ(tmp);
horizon_overlay.rotateZ(tmp);
touchTurn = 0;
}
.. using same projection matrix is better and elegant way
For the moment I have locked to landscape orientation, and adapt scale of visual area for the device that I am testing on.
The problem is that if there is fixed size of textures for both horizon lines and background on some resolutions it would not be possible to adapt scale so both are visible and not over-scaled.. I will think of this later.. now I am finishing next overlays with roll angle visualization and bird view..
Still do not have complete idea how to handle scales representation.. I was thinking of some large semi transparent cylindrical wheel with scale textured on peripheral.. Other approach could be using polylines (or other ..) and dynamically draw scale over its visual part on screen.
Any smarter solution is welcome
Cheers!