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authorJoe Fernandez <joefernandez@google.com>2011-08-18 10:56:38 -0700
committerJoe Fernandez <joefernandez@google.com>2011-08-18 10:56:38 -0700
commit8f134ea74badba7108989898117bb70c4226b5b5 (patch)
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parent24ac9e1ec293fc8f7cde3eb79d34db86b5ef63c3 (diff)
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docs: OpenGL ES 1.0 and 2.0 Tutorials - Patch1
Change-Id: I342821a4a4b715f617f4cefa1fd3e1aafaae4b0a
Diffstat (limited to 'docs/html/resources/tutorials/opengl/opengl-es20.jd')
-rw-r--r--docs/html/resources/tutorials/opengl/opengl-es20.jd4
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/html/resources/tutorials/opengl/opengl-es20.jd b/docs/html/resources/tutorials/opengl/opengl-es20.jd
index 439f7d5..889dd50 100644
--- a/docs/html/resources/tutorials/opengl/opengl-es20.jd
+++ b/docs/html/resources/tutorials/opengl/opengl-es20.jd
@@ -422,8 +422,8 @@ 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>