diff options
Diffstat (limited to 'docs/html/guide/topics/graphics/opengl.jd')
-rw-r--r-- | docs/html/guide/topics/graphics/opengl.jd | 14 |
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 |