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author | Scott Main <smain@google.com> | 2012-07-31 18:25:33 -0700 |
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committer | Scott Main <smain@google.com> | 2012-07-31 18:25:33 -0700 |
commit | f05e34a10ca262cf1f73a6347b6e5be26718e686 (patch) | |
tree | 2de499ad7b2b4112e429a615a31274907c7c1914 /docs/html/guide/topics/graphics | |
parent | f284d49293aead609de5b83d601260cfd86b7978 (diff) | |
download | frameworks_base-f05e34a10ca262cf1f73a6347b6e5be26718e686.zip frameworks_base-f05e34a10ca262cf1f73a6347b6e5be26718e686.tar.gz frameworks_base-f05e34a10ca262cf1f73a6347b6e5be26718e686.tar.bz2 |
fix more broken links
Change-Id: If4dceab223a6c22827a0645aa5923ddc427b2b85
Diffstat (limited to 'docs/html/guide/topics/graphics')
-rw-r--r-- | docs/html/guide/topics/graphics/opengl.jd | 19 |
1 files changed, 5 insertions, 14 deletions
diff --git a/docs/html/guide/topics/graphics/opengl.jd b/docs/html/guide/topics/graphics/opengl.jd index a9fedb7..6114a4a 100644 --- a/docs/html/guide/topics/graphics/opengl.jd +++ b/docs/html/guide/topics/graphics/opengl.jd @@ -84,11 +84,8 @@ understanding how to implement these classes in an activity should be your first this class by creating an instance of {@link android.opengl.GLSurfaceView} and adding your {@link android.opengl.GLSurfaceView.Renderer Renderer} to it. However, if you want to capture touch screen events, you should extend the {@link android.opengl.GLSurfaceView} class to - implement the touch listeners, as shown in OpenGL Tutorials for - <a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html#touch">ES 1.0</a>, - <a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html#touch">ES 2.0</a> and the <a -href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/TouchRotateActivity.html" ->TouchRotateActivity</a> sample.</dd> + implement the touch listeners, as shown in OpenGL training lesson, + <a href="{@docRoot}training/graphics/opengl/touch.html">Responding to Touch Events</a>.</dd> <dt><strong>{@link android.opengl.GLSurfaceView.Renderer}</strong></dt> <dd>This interface defines the methods required for drawing graphics in an OpenGL {@link @@ -164,9 +161,8 @@ interface to OpenGL ES 2.0 and is available starting with Android 2.2 (API Level </li> </ul> -<p>If you'd like to start building an app with OpenGL right away, have a look at the tutorials for -<a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html">OpenGL ES 1.0</a> or -<a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html">OpenGL ES 2.0</a>! +<p>If you'd like to start building an app with OpenGL right away, follow the +<a href="{@docRoot}training/graphics/opengl/index.html">Displaying Graphics with OpenGL ES</a> class. </p> <h2 id="manifest">Declaring OpenGL Requirements</h2> @@ -277,10 +273,6 @@ which simulates a camera position. </li> </ol> -<p>For a complete example of how to apply projection and camera views with OpenGL ES 1.0, see the <a -href="{@docRoot}resources/tutorials/opengl/opengl-es10.html#projection-and-views">OpenGL ES 1.0 -tutorial</a>.</p> - <h3 id="proj-es2">Projection and camera view in OpenGL ES 2.0</h3> <p>In the ES 2.0 API, you apply projection and camera view by first adding a matrix member to @@ -382,8 +374,7 @@ objects to be rendered by OpenGL. </li> </ol> <p>For a complete example of how to apply projection and camera view with OpenGL ES 2.0, see the <a -href="{@docRoot}resources/tutorials/opengl/opengl-es20.html#projection-and-views">OpenGL ES 2.0 -tutorial</a>.</p> +href="{@docRoot}training/graphics/opengl/index.html">Displaying Graphics with OpenGL ES</a> class.</p> <h2 id="faces-winding">Shape Faces and Winding</h2> |