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author | Joe Fernandez <joefernandez@google.com> | 2011-08-18 10:56:38 -0700 |
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committer | Joe Fernandez <joefernandez@google.com> | 2011-08-18 10:56:38 -0700 |
commit | 8f134ea74badba7108989898117bb70c4226b5b5 (patch) | |
tree | 0bc72cc5327f51cd1dcf97c8b31a5a705ea22a7e /docs/html/resources/tutorials/opengl/opengl-es10.jd | |
parent | 24ac9e1ec293fc8f7cde3eb79d34db86b5ef63c3 (diff) | |
download | frameworks_base-8f134ea74badba7108989898117bb70c4226b5b5.zip frameworks_base-8f134ea74badba7108989898117bb70c4226b5b5.tar.gz frameworks_base-8f134ea74badba7108989898117bb70c4226b5b5.tar.bz2 |
docs: OpenGL ES 1.0 and 2.0 Tutorials - Patch1
Change-Id: I342821a4a4b715f617f4cefa1fd3e1aafaae4b0a
Diffstat (limited to 'docs/html/resources/tutorials/opengl/opengl-es10.jd')
-rw-r--r-- | docs/html/resources/tutorials/opengl/opengl-es10.jd | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/html/resources/tutorials/opengl/opengl-es10.jd b/docs/html/resources/tutorials/opengl/opengl-es10.jd index 40304fd..3570766 100644 --- a/docs/html/resources/tutorials/opengl/opengl-es10.jd +++ b/docs/html/resources/tutorials/opengl/opengl-es10.jd @@ -342,8 +342,8 @@ not square and, by default, OpenGL happily maps a perfectly square, uniform coor system onto your typically non-square screen. To solve this problem, you can apply an OpenGL projection mode and camera view (eye point) to transform the coordinates of your graphic objects so they have the correct proportions on any display. For more information about OpenGL coordinate -mapping, see <a href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">Coordinate -Mapping for Drawn Objects</a>.</p> +mapping, see <a href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">Mapping +Coordinates for Drawn Objects</a>.</p> <p>To apply projection and camera view transformations to your triangle: </p> |