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authorJoe Fernandez <joefernandez@google.com>2012-10-02 11:03:45 -0700
committerScott Main <smain@google.com>2013-08-02 20:57:03 +0000
commitab1f29d935de89077cdf4bfa5cfafe55dd02ea2c (patch)
tree5991af9a83f2b8ee3fb049018a51ecb3a3504767
parent218120e0795bc4aee1b29a43da25a8ea7e8edf71 (diff)
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docs: OpenGL Training sample code fixes
Change-Id: Ifc757a2cb55781d5c42f9256cb698aa5a3a54bb8 (cherry picked from commit 6da22f88434543e8796e0151f4bb11d74c16e847)
-rw-r--r--docs/html/training/graphics/opengl/motion.jd6
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>