Loading docs/html/preview/api-overview.jd +1 −1 Original line number Diff line number Diff line Loading @@ -408,7 +408,7 @@ ES 3.1. Key new functionality provided in OpenGL ES 3.1 includes:</p> <p>The Java interface for OpenGL ES 3.1 on Android is provided with {@code GLES31}. When using OpenGL ES 3.1, be sure that you declare it in your manifest file with the <a href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code <uses-feature>}</a> tag and the {@code android:glEsVversion} attribute. For example:</p> tag and the {@code android:glEsVersion} attribute. For example:</p> <pre> <manifest> Loading docs/html/training/graphics/opengl/environment.jd +1 −2 Original line number Diff line number Diff line Loading @@ -68,8 +68,7 @@ declaration to your manifest:</p> </pre> <p>If your application uses texture compression, you must also declare which compression formats you support so that devices that do not support theses formats do not try to run your application:</p> your app supports, so that it is only installed on compatible devices.</p> <pre> <supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" /> Loading Loading
docs/html/preview/api-overview.jd +1 −1 Original line number Diff line number Diff line Loading @@ -408,7 +408,7 @@ ES 3.1. Key new functionality provided in OpenGL ES 3.1 includes:</p> <p>The Java interface for OpenGL ES 3.1 on Android is provided with {@code GLES31}. When using OpenGL ES 3.1, be sure that you declare it in your manifest file with the <a href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code <uses-feature>}</a> tag and the {@code android:glEsVversion} attribute. For example:</p> tag and the {@code android:glEsVersion} attribute. For example:</p> <pre> <manifest> Loading
docs/html/training/graphics/opengl/environment.jd +1 −2 Original line number Diff line number Diff line Loading @@ -68,8 +68,7 @@ declaration to your manifest:</p> </pre> <p>If your application uses texture compression, you must also declare which compression formats you support so that devices that do not support theses formats do not try to run your application:</p> your app supports, so that it is only installed on compatible devices.</p> <pre> <supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" /> Loading