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-rw-r--r--docs/html/guide/topics/graphics/hardware-accel.jd7
-rw-r--r--docs/html/guide/topics/graphics/opengl.jd8
2 files changed, 8 insertions, 7 deletions
diff --git a/docs/html/guide/topics/graphics/hardware-accel.jd b/docs/html/guide/topics/graphics/hardware-accel.jd
index c8703a5..f5cd1e6 100644
--- a/docs/html/guide/topics/graphics/hardware-accel.jd
+++ b/docs/html/guide/topics/graphics/hardware-accel.jd
@@ -42,19 +42,20 @@ parent.link=index.html
<li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL with the Framework
APIs</a></li>
- <li><a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a></li>
+ <li><a href="{@docRoot}guide/topics/renderscript/index.html">Renderscript</a></li>
</ol>
</div>
</div>
<p>Beginning in Android 3.0 (API level 11), the Android 2D rendering pipeline is designed to
better support hardware acceleration. Hardware acceleration carries out all drawing operations
- that are performed on a {@link android.view.View}'s canvas using the GPU.</p>
+ that are performed on a {@link android.view.View}'s canvas using the GPU. Because of the
+ increased resources required to enable hardware acceleration, your app will consume more RAM.</p>
<p>The easiest way to enable hardware acceleration is to turn it on
globally for your entire application. If your application uses only standard views and {@link
android.graphics.drawable.Drawable}s, turning it on globally should not cause any adverse
- effects. However, because hardware acceleration is not supported for all of the 2D drawing
+ drawing effects. However, because hardware acceleration is not supported for all of the 2D drawing
operations, turning it on might affect some of your applications that use custom views or drawing
calls. Problems usually manifest themselves as invisible elements, exceptions, or wrongly
rendered pixels. To remedy this, Android gives you the option to enable or disable hardware
diff --git a/docs/html/guide/topics/graphics/opengl.jd b/docs/html/guide/topics/graphics/opengl.jd
index 6a2a20f..a786d42 100644
--- a/docs/html/guide/topics/graphics/opengl.jd
+++ b/docs/html/guide/topics/graphics/opengl.jd
@@ -189,7 +189,7 @@ shown below.
&lt;uses-feature android:glEsVersion="0x00020000" android:required="true" /&gt;
</pre>
- <p>Adding this declaration causes the Android Market to restrict your application from being
+ <p>Adding this declaration causes Google Play to restrict your application from being
installed on devices that do not support OpenGL ES 2.0.</p>
</li>
<li><strong>Texture compression requirements</strong> - If your application uses texture
@@ -200,9 +200,9 @@ formats, see <a href="#textures">Texture compression support</a>.
<p>Declaring texture compression requirements in your manifest hides your application from users
with devices that do not support at least one of your declared compression types. For more
-information on how Android Market filtering works for texture compressions, see the <a
+information on how Google Play filtering works for texture compressions, see the <a
href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html#market-texture-filtering">
-Android Market and texture compression filtering</a> section of the {@code
+Google Play and texture compression filtering</a> section of the {@code
&lt;supports-gl-texture&gt;} documentation.</p>
</li>
</ul>
@@ -470,7 +470,7 @@ the next section.
<p class="note"><strong>Note:</strong> Once you decide which texture compression formats your
application will support, make sure you declare them in your manifest using <a
href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">&lt;supports-gl-texture&gt;
-</a>. Using this declaration enables filtering by external services such as Android Market, so that
+</a>. Using this declaration enables filtering by external services such as Google Play, so that
your app is installed only on devices that support the formats your app requires. For details, see
<a
href="{@docRoot}guide/topics/graphics/opengl.html#manifest">OpenGL manifest declarations</a>.</p>