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-rw-r--r--docs/html/guide/topics/graphics/opengl.jd14
1 files changed, 7 insertions, 7 deletions
diff --git a/docs/html/guide/topics/graphics/opengl.jd b/docs/html/guide/topics/graphics/opengl.jd
index 6114a4a..469eae2 100644
--- a/docs/html/guide/topics/graphics/opengl.jd
+++ b/docs/html/guide/topics/graphics/opengl.jd
@@ -1,6 +1,5 @@
page.title=OpenGL
-parent.title=Graphics
-parent.link=index.html
+page.tags="games"
@jd:body
<div id="qv-wrapper">
@@ -138,7 +137,7 @@ calling OpenGL APIs using the following classes:</p>
<li>{@link android.opengl.GLES10}</li>
<li>{@link android.opengl.GLES10Ext}</li>
<li>{@link android.opengl.GLES11}</li>
- <li>{@link android.opengl.GLES10Ext}</li>
+ <li>{@link android.opengl.GLES11Ext}</li>
</ul>
</li>
<li>{@link javax.microedition.khronos.opengles} - This package provides the standard
@@ -289,13 +288,14 @@ matrices to the coordinates of objects that use this shader.
private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
- // the coordinates of objects that use this vertex shader
+ // the coordinates of objects that use this vertex shader.
"uniform mat4 uMVPMatrix; \n" +
"attribute vec4 vPosition; \n" +
"void main(){ \n" +
-
- // the matrix must be included as part of gl_Position
+ // The matrix must be included as part of gl_Position
+ // Note that the uMVPMatrix factor *must be first* in order
+ // for the matrix multiplication product to be correct.
" gl_Position = uMVPMatrix * vPosition; \n" +
"} \n";
@@ -444,7 +444,7 @@ investigate other texture compression formats available on your target devices.<
<p>Beyond the ETC1 format, Android devices have varied support for texture compression based on
their GPU chipsets and OpenGL implementations. You should investigate texture compression support on
-the the devices you are are targeting to determine what compression types your application should
+the devices you are are targeting to determine what compression types your application should
support. In order to determine what texture formats are supported on a given device, you must <a
href="#gl-extension-query">query the device</a> and review the <em>OpenGL extension names</em>,
which identify what texture compression formats (and other OpenGL features) are supported by the