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author | Joe Fernandez <joefernandez@google.com> | 2012-10-02 11:03:45 -0700 |
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committer | Scott Main <smain@google.com> | 2013-08-02 20:57:03 +0000 |
commit | ab1f29d935de89077cdf4bfa5cfafe55dd02ea2c (patch) | |
tree | 5991af9a83f2b8ee3fb049018a51ecb3a3504767 | |
parent | 218120e0795bc4aee1b29a43da25a8ea7e8edf71 (diff) | |
download | frameworks_base-ab1f29d935de89077cdf4bfa5cfafe55dd02ea2c.zip frameworks_base-ab1f29d935de89077cdf4bfa5cfafe55dd02ea2c.tar.gz frameworks_base-ab1f29d935de89077cdf4bfa5cfafe55dd02ea2c.tar.bz2 |
docs: OpenGL Training sample code fixes
Change-Id: Ifc757a2cb55781d5c42f9256cb698aa5a3a54bb8
(cherry picked from commit 6da22f88434543e8796e0151f4bb11d74c16e847)
-rw-r--r-- | docs/html/training/graphics/opengl/motion.jd | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/docs/html/training/graphics/opengl/motion.jd b/docs/html/training/graphics/opengl/motion.jd index 6888235..af70de0 100644 --- a/docs/html/training/graphics/opengl/motion.jd +++ b/docs/html/training/graphics/opengl/motion.jd @@ -47,7 +47,7 @@ to a shape with rotation.</p> <p>Rotating a drawing object with OpenGL ES 2.0 is relatively simple. You create another transformation matrix (a rotation matrix) and then combine it with your projection and -camera view tranformation matrices:</p> +camera view transformation matrices:</p> <pre> private float[] mRotationMatrix = new float[16]; @@ -56,7 +56,7 @@ public void onDrawFrame(GL10 gl) { // Create a rotation transformation for the triangle long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); - Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f); + Matrix.setRotateM(mRotationMatrix, 0, angle, 0, 0, -1.0f); // Combine the rotation matrix with the projection and camera view Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0); @@ -67,7 +67,7 @@ public void onDrawFrame(GL10 gl) { </pre> <p>If your triangle does not rotate after making these changes, make sure you have commented out the -{@link android.opengl.GLSurfaceView#RENDERMODE_WHEN_DIRTY GLSurfaceView.RENDERMODE_WHEN_DIRTY} +{@link android.opengl.GLSurfaceView#RENDERMODE_WHEN_DIRTY GLSurfaceView.RENDERMODE_WHEN_DIRTY} setting, as described in the next section.</p> |