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authorScott Main <smain@google.com>2013-08-02 22:27:13 +0000
committerAndroid (Google) Code Review <android-gerrit@google.com>2013-08-02 22:27:14 +0000
commit9a0087f22754de40cd5be2a738600f9642a611cc (patch)
treeb03f399a5f888c1ec3f2d7fc5d4c66628c97d21d /docs/html
parent1f19690322523d5a28051c55353735513638ca39 (diff)
parentab1f29d935de89077cdf4bfa5cfafe55dd02ea2c (diff)
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Merge "docs: OpenGL Training sample code fixes" into jb-mr2-docs
Diffstat (limited to 'docs/html')
-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>