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authorRobert Ly <robertly@google.com>2011-10-18 17:20:57 -0700
committerAndroid (Google) Code Review <android-gerrit@google.com>2011-10-18 17:20:57 -0700
commit93f97f53df964ec11628bf58621a1594d24e8cd7 (patch)
tree3dde153d180d0ec931176661f55c7a880f5da7e6 /docs
parent90889821f1a5b1db3da8341156e9da9d2fc8f484 (diff)
parent849759380ea10fb9d8f3e5d4b2292e43ef560df9 (diff)
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Merge "docs: rs link fixes" into ics-mr0
Diffstat (limited to 'docs')
-rw-r--r--docs/html/guide/topics/renderscript/graphics.jd48
1 files changed, 32 insertions, 16 deletions
diff --git a/docs/html/guide/topics/renderscript/graphics.jd b/docs/html/guide/topics/renderscript/graphics.jd
index 3ea3f85..2fefecc 100644
--- a/docs/html/guide/topics/renderscript/graphics.jd
+++ b/docs/html/guide/topics/renderscript/graphics.jd
@@ -9,10 +9,26 @@ parent.link=index.html
<ol>
<li>
- <a href="#developing">Developing a RenderScript application</a>
-
+ <a href="#creating-graphics-rs">Creating a Graphics Renderscript</a>
+ <ol>
+ <li><a href="#creating-native">Creating the native Renderscript file</a></li>
+ <li><a href="#creating-entry">Creating the Renderscript entry point class</a></li>
+ <li><a href="#creating-view">Creating the surface view</a></li>
+ <li><a href="#creating-activity">Creating the activity</a></li>
+ </ol>
+ </li>
+ <li>
+ <a href="#drawing">Drawing</a>
<ol>
- <li><a href="#hello-graphics">The Hello Graphics application</a></li>
+ <li><a href="#drawing-rsg">Drawing using the rsgDraw functions</a></li>
+ <li><a href="#drawing-mesh">Drawing with a mesh</a></li>
+ </ol>
+ </li>
+ <li>
+ <a href="#shaders">Shaders</a>
+ <ol>
+ <li><a href="#shader-bindings">Shader bindings</a></li>
+ <li><a href="#shader-sampler">Defining a sampler</a></li>
</ol>
</li>
</ol>
@@ -40,7 +56,7 @@ href="{@docRoot}resources/samples/RenderScript/MiscSamples/index.html">Misc Samp
will need to be familiar with APIs to appropriately render 3D graphics on an Android-powered
device.</p>
- <h2>Creating a Graphics RenderScript</h2>
+ <h2 id="creating-graphics-rs">Creating a Graphics RenderScript</h2>
<p>Because of the various layers of code when writing a RenderScript application, it is useful to
create the following files for a scene that you want to render:</p>
@@ -73,7 +89,7 @@ href="{@docRoot}resources/samples/RenderScript/MiscSamples/index.html">Misc Samp
RenderScript sample that is provided in the SDK as a guide (some code has been modified from its
original form for simplicity).</p>
- <h3>Creating the native RenderScript file</h3>
+ <h3 id="creating-native">Creating the native RenderScript file</h3>
<p>Your native RenderScript code resides in a <code>.rs</code> file in the
<code>&lt;project_root&gt;/src/</code> directory. You can also define <code>.rsh</code> header
@@ -102,8 +118,8 @@ href="{@docRoot}resources/samples/RenderScript/MiscSamples/index.html">Misc Samp
enough or more resources to do so, and renders as fast as it can if it does not.</p>
<p>For more
- information on using the RenderScript graphics functions, see <a href=
- "using-graphics-api">Using the Graphics APIs</a>.</p>
+ information on using the RenderScript graphics functions, see the <a href=
+ "#drawing">Drawing</a> section.</p>
</li>
<li>An <code>init()</code> function. This allows you to do any initialization of your
@@ -153,7 +169,7 @@ int root(int launchID) {
}
</pre>
- <h3>Creating the RenderScript entry point class</h3>
+ <h3 id="creating-entry">Creating the RenderScript entry point class</h3>
<p>When you create a RenderScript (<code>.rs</code>) file, it is helpful to create a
corresponding Android framework class that is an entry point into the <code>.rs</code> file. In
@@ -218,7 +234,7 @@ public class HelloWorldRS {
</pre>
- <h3>Creating the surface view</h3>
+ <h3 id="creating-view">Creating the surface view</h3>
<p>To create a surface view to render graphics on, create a class that extends {@link
android.renderscript.RSSurfaceView}. This class also creates a RenderScript context object
@@ -293,7 +309,7 @@ public class HelloWorldView extends RSSurfaceView {
</pre>
- <h3>Creating the Activity</h3>
+ <h3 id="creating-activity">Creating the Activity</h3>
<p>Applications that use RenderScript still adhere to activity lifecyle, and are part of the same
view hierarchy as traditional Android applications, which is handled by the Android VM. This
@@ -329,9 +345,9 @@ public class HelloWorldActivity extends Activity {
}
</pre>
- <h2>Drawing</h2>
-
- <h3>Drawing using the rsgDraw functions</h3>
+ <h2 id="drawing">Drawing</h2>
+ <p>The following sections describe how to use the graphics functions to draw with Renderscript.</p>
+ <h3 id="drawing-rsg">Drawing using the rsgDraw functions</h3>
<p>The native RenderScript APIs provide a few convenient functions to easily draw a polygon to
the screen. You call these in your <code>root()</code> function to have them render to the
@@ -348,7 +364,7 @@ public class HelloWorldActivity extends Activity {
the screen.</li>
</ul>
- <h3>Drawing with a mesh</h3>
+ <h3 id="drawing-mesh">Drawing with a mesh</h3>
<p>When you want to draw complex shapes and textures to the screen, instantiate a {@link
android.renderscript.Mesh} and draw it to the screen with <code>rsgDrawMesh()</code>. A {@link
@@ -559,7 +575,7 @@ return 0; //specify a non zero, positive integer to specify the frame refresh.
"{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html">
RsRenderStatesRS</a> sample has many examples on how to create a shader without writing GLSL.</p>
- <h3>Shader bindings</h3>
+ <h3 id="shader-bindings">Shader bindings</h3>
<p>You can also set four pragmas that control the shaders' default bindings to the {@link
android.renderscript.RenderScriptGL} context when the script is executing:</p>
@@ -599,7 +615,7 @@ return 0; //specify a non zero, positive integer to specify the frame refresh.
#pragma stateStore(parent)
</pre>
- <h3>Defining a sampler</h3>
+ <h3 id="shader-sampler">Defining a sampler</h3>
<p>A {@link android.renderscript.Sampler} object defines how data is extracted from textures.
Samplers are bound to Program objects (currently only a Fragment Program) alongside the texture