OpenGL ES 2.0 does not really have a concept of angles. We don't see this in the code you posted, but somebody builds a rotation matrix from the angle, which most likely ends up in the mRotationMatrix
variable based on the code you show. Almost any transformation matrix you use will have float elements, and can therefore represent rotations for arbitrary angles within floating point precision.
If AngleToRotate
is currently of type int
, you'll need to make it a float
. Similarly, if rotateTimer
currently has an int
argument, change the type of the argument to float
. Then check the code of rotateTimer
, and make sure that it passes along the angle as float if it calls additional methods. At some point you should arrive at the code that builds the rotation matrix, which will most likely convert the angle from degrees to radians, calculate the cos
and sin
of the angle, and populate the rotation matrix with those values.
I would recommend to keep all your angles in radians, but that's more a style suggestion.