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      1 page.title=OpenGL ES 1.0
      2 parent.title=Tutorials
      3 parent.link=../../browser.html?tag=tutorial
      4 @jd:body
      5 
      6 
      7 <div id="qv-wrapper">
      8   <div id="qv">
      9     <h2>In this document</h2>
     10     
     11     <ol>
     12       <li><a href="#creating">Create an Activity with GLSurfaceView</a></li>
     13       <li>
     14         <a href="#drawing">Draw a Shape on GLSurfaceView</a>
     15         <ol>
     16           <li><a href="#define-triangle">Define a Triangle</a></li>
     17           <li><a href="#draw-triangle">Draw the Triangle</a></li>
     18         </ol>
     19       </li>
     20       <li><a href="#projection-and-views">Apply Projection and Camera Views</a></li>
     21       <li><a href="#motion">Add Motion</a></li>
     22       <li><a href="#touch">Respond to Touch Events</a></li>
     23     </ol>
     24     <h2 id="code-samples-list">Related Samples</h2>
     25     <ol>
     26       <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/
     27 index.html">API Demos - graphics</a></li>
     28       <li><a
     29         href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/
     30 GLSurfaceViewActivity.html">OpenGL ES 1.0 Sample</a></li>
     31       <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/
     32 TouchRotateActivity.html">TouchRotateActivity</a></li>
     33     </ol>
     34     <h2>See also</h2>
     35     <ol>
     36       <li><a href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a></li>
     37       <li><a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html">OpenGL
     38 ES 2.0</a></li>
     39     </ol>
     40     </div>
     41   </div>
     42 
     43 <p>This tutorial shows you how to create a simple Android application that uses the OpenGL ES 1.0
     44 API to perform some basic graphics operations. You'll learn how to:</p>
     45 
     46 <ul>
     47   <li>Create an activity using {@link android.opengl.GLSurfaceView} and {@link
     48 android.opengl.GLSurfaceView.Renderer}</li>
     49   <li>Create and draw a graphic object</li>
     50   <li>Define a projection to correct for screen geometry</li>
     51   <li>Define a camera view</li>
     52   <li>Rotate a graphic object</li>
     53   <li>Make graphics touch-interactive</li>
     54 </ul>
     55 
     56 <p>The Android framework supports both the OpenGL ES 1.0/1.1 and OpenGL ES 2.0 APIs. You should
     57 carefully consider which version of the OpenGL ES API (1.0/1.1 or 2.0) is most appropriate for your
     58 needs. For more information, see
     59 <a href="{@docRoot}guide/topics/graphics/opengl.html#choosing-version">Choosing an OpenGL API
     60 Version</a>. If you would prefer to use OpenGL ES 2.0, see the <a
     61 href="{@docRoot}resources/tutorials/opengl/opengl-es20.jd">OpenGL ES 2.0 tutorial</a>.</p>
     62 
     63 <p>Before you start, you should understand how to create a basic Android application. If you do not
     64 know how to create an app, follow the <a href="{@docRoot}resources/tutorials/hello-world.html">Hello
     65 World Tutorial</a> to familiarize yourself with the process.</p>
     66 
     67 <h2 id="creating">Create an Activity with GLSurfaceView</h2>
     68 
     69 <p>To get started using OpenGL, you must implement both a {@link android.opengl.GLSurfaceView} and a
     70 {@link android.opengl.GLSurfaceView.Renderer}. The {@link android.opengl.GLSurfaceView} is the main
     71 view type for applications that use OpenGL and the {@link android.opengl.GLSurfaceView.Renderer}
     72 controls what is drawn within that view. (For more information about these classes, see the <a
     73 href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a> document.)</p>
     74 
     75 <p>To create an activity using {@code GLSurfaceView}:</p>
     76   
     77 <ol>
     78   <li>Start a new Android project that targets Android 1.6 (API Level 4) or higher.
     79   </li>
     80   <li>Name the project <strong>HelloOpenGLES10</strong> and make sure it includes an activity called
     81 {@code HelloOpenGLES10}.
     82   </li> 
     83   <li>Modify the {@code HelloOpenGLES10} class as follows:
     84 <pre>
     85 package com.example.android.apis.graphics;
     86 
     87 import android.app.Activity;
     88 import android.content.Context;
     89 import android.opengl.GLSurfaceView;
     90 import android.os.Bundle;
     91 
     92 public class HelloOpenGLES10 extends Activity {
     93   
     94     private GLSurfaceView mGLView;
     95   
     96     &#64;Override
     97     public void onCreate(Bundle savedInstanceState) {
     98         super.onCreate(savedInstanceState);
     99         
    100         // Create a GLSurfaceView instance and set it
    101         // as the ContentView for this Activity.
    102         mGLView = new HelloOpenGLES10SurfaceView(this);
    103         setContentView(mGLView);
    104     }
    105     
    106     &#64;Override
    107     protected void onPause() {
    108         super.onPause();
    109         // The following call pauses the rendering thread.
    110         // If your OpenGL application is memory intensive,
    111         // you should consider de-allocating objects that
    112         // consume significant memory here.
    113         mGLView.onPause();
    114     }
    115     
    116     &#64;Override
    117     protected void onResume() {
    118         super.onResume();
    119         // The following call resumes a paused rendering thread.
    120         // If you de-allocated graphic objects for onPause()
    121         // this is a good place to re-allocate them.
    122         mGLView.onResume();
    123     }
    124 }
    125   
    126 class HelloOpenGLES10SurfaceView extends GLSurfaceView {
    127 
    128     public HelloOpenGLES10SurfaceView(Context context){
    129         super(context);
    130         
    131         // Set the Renderer for drawing on the GLSurfaceView
    132         setRenderer(new HelloOpenGLES10Renderer());
    133     }
    134 }
    135 </pre>
    136   <p class="note"><strong>Note:</strong> You will get a compile error for the {@code
    137 HelloOpenGLES10Renderer} class reference. That's expected; you will fix this error in the next step.
    138   </p>
    139   
    140   <p>As shown above, this activity uses a single {@link android.opengl.GLSurfaceView} for its
    141 view. Notice that this activity implements crucial lifecycle callbacks for pausing and resuming its
    142 work.</p>
    143 
    144   <p>The {@code HelloOpenGLES10SurfaceView} class in this example code above is just a thin wrapper
    145 for an instance of {@link android.opengl.GLSurfaceView} and is not strictly necessary for this
    146 example. However, if you want your application to monitor and respond to touch screen
    147 events&#8212;and we are guessing you do&#8212;you must extend {@link android.opengl.GLSurfaceView}
    148 to add touch event listeners, which you will learn how to do in the <a href="#touch">Reponding to
    149 Touch Events</a> section.</p>
    150 
    151   <p>In order to draw graphics in the {@link android.opengl.GLSurfaceView}, you must define an
    152 implementation of {@link android.opengl.GLSurfaceView.Renderer}. In the next step, you create
    153 a renderer class to complete this OpenGL application.</p>
    154   </li>
    155 
    156   <li>Create a new file for the following class {@code HelloOpenGLES10Renderer}, which implements
    157 the {@link android.opengl.GLSurfaceView.Renderer} interface:
    158 
    159 <pre>
    160 package com.example.android.apis.graphics;
    161 
    162 import javax.microedition.khronos.egl.EGLConfig;
    163 import javax.microedition.khronos.opengles.GL10;
    164 
    165 import android.opengl.GLSurfaceView;
    166 
    167 public class HelloOpenGLES10Renderer implements GLSurfaceView.Renderer {
    168 
    169     public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    170         // Set the background frame color
    171         gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
    172     }
    173     
    174     public void onDrawFrame(GL10 gl) {
    175         // Redraw background color
    176         gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    177     }
    178     
    179     public void onSurfaceChanged(GL10 gl, int width, int height) {
    180         gl.glViewport(0, 0, width, height);
    181     }
    182   
    183 }
    184 </pre>
    185   <p>This minimal implementation of {@link android.opengl.GLSurfaceView.Renderer} provides the
    186 code structure needed to use OpenGL drawing methods:
    187 <ul>
    188   <li>{@link
    189     android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10,
    190     javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()} is called once to set up the
    191 {@link android.opengl.GLSurfaceView}
    192 environment.</li>
    193   <li>{@link
    194         android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
    195         onDrawFrame()} is called for each redraw of the {@link
    196 android.opengl.GLSurfaceView}.</li>
    197   <li>{@link
    198     android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10,
    199     int, int) onSurfaceChanged()} is called if the geometry of the {@link
    200 android.opengl.GLSurfaceView} changes, for example when the device's screen orientation
    201 changes.</li>
    202 </ul>
    203   </p>
    204   <p>For more information about these methods, see the <a
    205 href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a> document.
    206 </p>
    207   </li>
    208 </ol>
    209 
    210 <p>The code example above creates a simple Android application that displays a grey screen using
    211 OpenGL ES 1.0 calls. While this application does not do anything very interesting, by creating these
    212 classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES
    213 1.0.</p>
    214 
    215 <p>If you are familiar with the OpenGL ES APIs, these classes should give you enough information
    216 to use the OpenGL ES 1.0 API and create graphics. However, if you need a bit more help getting
    217 started with OpenGL, head on to the next sections for a few more hints.</p>
    218 
    219 <h2 id="drawing">Draw a Shape on GLSurfaceView</h2>
    220 
    221 <p>Once you have implemented a {@link android.opengl.GLSurfaceView.Renderer}, the next step is to
    222 draw something with it. This section shows you how to define and draw a triangle.</p>
    223 
    224 <h3 id="define-triangle">Define a Triangle</h3>
    225 
    226 <p>OpenGL allows you to define objects using coordinates in three-dimensional space. So, before you
    227   can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do this is to
    228   define a vertex array for the coordinates.</p>
    229   
    230 <p>By default, OpenGL ES assumes a coordinate system where [0,0,0] (X,Y,Z) specifies the center of
    231   the {@link android.opengl.GLSurfaceView} frame, [1,1,0] is the top right corner of the frame and 
    232 [-1,-1,0] is  bottom left corner of the frame.</p> 
    233 
    234 <p>To define a vertex array for a triangle:</p>
    235 
    236 <ol>
    237   <li>In your {@code HelloOpenGLES10Renderer} class, add new member variable to contain the
    238 vertices of a triangle shape:
    239 <pre>
    240     private FloatBuffer triangleVB;
    241 </pre>
    242   </li>
    243 
    244   <li>Create a method, {@code initShapes()} which populates this member variable:
    245 <pre>
    246     private void initShapes(){
    247     
    248         float triangleCoords[] = {
    249             // X, Y, Z
    250             -0.5f, -0.25f, 0,
    251              0.5f, -0.25f, 0,
    252              0.0f,  0.559016994f, 0
    253         }; 
    254         
    255         // initialize vertex Buffer for triangle  
    256         ByteBuffer vbb = ByteBuffer.allocateDirect(
    257                 // (# of coordinate values * 4 bytes per float)
    258                 triangleCoords.length * 4); 
    259         vbb.order(ByteOrder.nativeOrder());// use the device hardware's native byte order
    260         triangleVB = vbb.asFloatBuffer();  // create a floating point buffer from the ByteBuffer
    261         triangleVB.put(triangleCoords);    // add the coordinates to the FloatBuffer
    262         triangleVB.position(0);            // set the buffer to read the first coordinate
    263     
    264     }
    265 </pre>
    266     <p>This method defines a two-dimensional triangle with three equal sides.</p>
    267   </li>
    268   <li>Modify your {@code onSurfaceCreated()} method to initialize your triangle: 
    269     <pre>
    270     public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    271     
    272         // Set the background frame color
    273         gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
    274         
    275         // initialize the triangle vertex array
    276         initShapes();
    277     }
    278 </pre>
    279   <p class="caution"><strong>Caution:</strong> Shapes and other static objects should be initialized
    280     once in your {@code onSurfaceCreated()} method for best performance. Avoid initializing the
    281     new objects in {@code onDrawFrame()}, as this causes the system to re-create the objects
    282     for every frame redraw and slows down your application.
    283   </p>
    284   </li>
    285 
    286 </ol>
    287 
    288 <p>You have now defined a triangle shape, but if you run the application, nothing appears. What?!
    289 You also have to tell OpenGL to draw the triangle, which you'll do in the next section.
    290 </p>
    291 
    292 
    293 <h3 id="draw-triangle">Draw the Triangle</h3>
    294 
    295 <p>Before you can draw your triangle, you must tell OpenGL that you are using vertex arrays. After
    296 that setup step, you can call the drawing APIs to display the triangle.</p>
    297 
    298 <p>To draw the triangle:</p>
    299   
    300 <ol>
    301   <li>Add the {@code glEnableClientState()} method to the end of {@code onSurfaceCreated()} to
    302 enable vertex arrays.
    303 <pre>
    304         // Enable use of vertex arrays
    305         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    306 </pre>
    307     <p>At this point, you are ready to draw the triangle object in the OpenGL view.</p>
    308   </li>
    309   
    310   <li>Add the following code to the end of your {@code onDrawFrame()} method to draw the triangle.
    311 <pre>
    312         // Draw the triangle
    313         gl.glColor4f(0.63671875f, 0.76953125f, 0.22265625f, 0.0f);
    314         gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVB);
    315         gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
    316 </pre>
    317   </li>
    318   <li id="squashed-triangle">Run the app! Your application should look something like this:
    319   </li>
    320 </ol>
    321     
    322 <img src="{@docRoot}images/opengl/helloopengl-es10-1.png">
    323 <p class="img-caption">
    324   <strong>Figure 1.</strong> Triangle drawn without a projection or camera view.
    325 </p>
    326 
    327 <p>There are a few problems with this example. First of all, it is not going to impress your
    328 friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen
    329 orientation of the device. The reason the shape is skewed is due to the fact that the object is
    330 being rendered in a frame which is not perfectly square. You'll fix that problem using a projection
    331 and camera view in the next section.</p>
    332 
    333 <p>Lastly, because the triangle is stationary, the system is redrawing the object repeatedly in
    334 exactly the same place, which is not the most efficient use of the OpenGL graphics pipeline. In the
    335 <a href="#motion">Add Motion</a> section, you'll make this shape rotate and justify
    336 this use of processing power.</p>
    337 
    338 <h2 id="projection-and-views">Apply Projection and Camera View</h2>
    339 
    340 <p>One of the basic problems in displaying graphics is that Android device displays are typically
    341 not square and, by default, OpenGL happily maps a perfectly square, uniform coordinate
    342 system onto your typically non-square screen. To solve this problem, you can apply an OpenGL
    343 projection mode and camera view (eye point) to transform the coordinates of your graphic objects
    344 so they have the correct proportions on any display. For more information about OpenGL coordinate
    345 mapping, see <a href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">Mapping
    346 Coordinates for Drawn Objects</a>.</p>
    347 
    348 <p>To apply projection and camera view transformations to your triangle:
    349 </p>
    350 <ol>
    351   <li>Modify your {@code onSurfaceChanged()} method to enable {@link
    352     javax.microedition.khronos.opengles.GL10#GL_PROJECTION GL10.GL_PROJECTION} mode, calculate the
    353     screen ratio and apply the ratio as a transformation of the object coordinates.
    354 <pre>
    355   public void onSurfaceChanged(GL10 gl, int width, int height) {
    356       gl.glViewport(0, 0, width, height);
    357       
    358       // make adjustments for screen ratio
    359       float ratio = (float) width / height;
    360       gl.glMatrixMode(GL10.GL_PROJECTION);        // set matrix to projection mode
    361       gl.glLoadIdentity();                        // reset the matrix to its default state
    362       gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);  // apply the projection matrix
    363   }  
    364 </pre>
    365   </li>
    366 
    367   <li>Next, modify your {@code onDrawFrame()} method to apply the {@link
    368 javax.microedition.khronos.opengles.GL10#GL_MODELVIEW GL_MODELVIEW} mode and set
    369 a view point using {@link android.opengl.GLU#gluLookAt(javax.microedition.khronos.opengles.GL10,
    370 float, float, float, float, float, float, float, float, float) GLU.gluLookAt()}.
    371 <pre>
    372     public void onDrawFrame(GL10 gl) {
    373         // Redraw background color
    374         gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    375         
    376         // Set GL_MODELVIEW transformation mode
    377         gl.glMatrixMode(GL10.GL_MODELVIEW);
    378         gl.glLoadIdentity();   // reset the matrix to its default state
    379         
    380         // When using GL_MODELVIEW, you must set the view point
    381         GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);        
    382         
    383         // Draw the triangle
    384         ...
    385     }
    386 </pre>
    387   </li>
    388   <li>Run the updated application and you should see something like this:</li>
    389 </ol>
    390 
    391 <img src="{@docRoot}images/opengl/helloopengl-es10-2.png">
    392 <p class="img-caption">
    393   <strong>Figure 2.</strong> Triangle drawn with a projection and camera view applied.
    394 </p>
    395 
    396 <p>Now that you have applied this transformation, the triangle has three equal sides, instead of the
    397 <a href="#squashed-triangle">squashed triangle</a> in the earlier version.</p>
    398 
    399 <h2 id="motion">Add Motion</h2>
    400 
    401 <p>While it may be an interesting exercise to create static graphic objects with OpenGL ES, chances
    402 are you want at least <em>some</em> of your objects to move. In this section, you'll add motion to
    403 your triangle by rotating it.</p>
    404 
    405 <p>To add rotation to your triangle:</p>
    406 <ol>
    407   <li>Modify your {@code onDrawFrame()} method to rotate the triangle object:
    408 <pre>
    409     public void onDrawFrame(GL10 gl) {
    410         ...    
    411         // When using GL_MODELVIEW, you must set the view point
    412         GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);        
    413     
    414         // Create a rotation for the triangle
    415         long time = SystemClock.uptimeMillis() % 4000L;
    416         float angle = 0.090f * ((int) time);
    417         gl.glRotatef(angle, 0.0f, 0.0f, 1.0f);        
    418         
    419         // Draw the triangle
    420         ...
    421     }
    422 </pre>
    423   </li>
    424   <li>Run the application and your triangle should rotate around its center.</li>
    425 </ol>
    426 
    427 
    428 <h2 id="touch">Respond to Touch Events</h2>
    429 <p>Making objects move according to a preset program like the rotating triangle  is useful for
    430 getting some attention, but what if you want to have users interact with your OpenGL graphics? In
    431 this section, you'll learn how listen for touch events to let users interact with objects in your
    432 {@code HelloOpenGLES10SurfaceView}.</p>
    433   
    434 <p>The key to making your OpenGL application touch interactive is expanding your implementation of
    435 {@link android.opengl.GLSurfaceView} to override the {@link 
    436 android.view.View#onTouchEvent(android.view.MotionEvent) onTouchEvent()} to listen for touch events.
    437 Before you do that, however, you'll modify the renderer class to expose the rotation angle of the
    438 triangle. Afterwards, you'll modify the {@code HelloOpenGLES10SurfaceView} to process touch events
    439 and pass that data to your renderer.</p>
    440 
    441 <p>To make your triangle rotate in response to touch events:</p>
    442 
    443 <ol>
    444   <li>Modify your {@code HelloOpenGLES10Renderer} class to include a new, public member so that
    445 your {@code HelloOpenGLES10SurfaceView} class is able to pass new rotation values your renderer:
    446 <pre>
    447     public float mAngle;
    448 </pre>  
    449   </li>
    450   <li>In your {@code onDrawFrame()} method, comment out the code that generates an angle and
    451 replace the {@code angle} variable with {@code mAngle}.
    452 <pre>
    453         // Create a rotation for the triangle (Boring! Comment this out:)
    454         // long time = SystemClock.uptimeMillis() % 4000L;
    455         // float angle = 0.090f * ((int) time);
    456 
    457         // Use the mAngle member as the rotation value
    458         gl.glRotatef(mAngle, 0.0f, 0.0f, 1.0f); 
    459 </pre>
    460   </li>
    461   <li>In your {@code HelloOpenGLES10SurfaceView} class, add the following member variables.
    462 <pre>
    463     private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
    464     private HelloOpenGLES10Renderer mRenderer;
    465     private float mPreviousX;
    466     private float mPreviousY;
    467 </pre>
    468   </li>
    469   <li>In the constructor method for {@code HelloOpenGLES10SurfaceView}, set the {@code mRenderer}
    470 member so you have a handle to pass in rotation input and set the render mode to {@link
    471 android.opengl.GLSurfaceView#RENDERMODE_WHEN_DIRTY}.
    472 <pre>
    473     public HelloOpenGLES10SurfaceView(Context context){
    474         super(context);
    475         // set the mRenderer member
    476         mRenderer = new HelloOpenGLES10Renderer();
    477         setRenderer(mRenderer);
    478         
    479         // Render the view only when there is a change
    480         setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
    481     }
    482 </pre>
    483   </li>
    484   <li>In your {@code HelloOpenGLES10SurfaceView} class, override the {@link
    485 android.view.View#onTouchEvent(android.view.MotionEvent) onTouchEvent()} method to listen for touch
    486 events and pass them to your renderer.
    487 <pre>
    488     &#64;Override 
    489     public boolean onTouchEvent(MotionEvent e) {
    490         // MotionEvent reports input details from the touch screen
    491         // and other input controls. In this case, you are only
    492         // interested in events where the touch position changed.
    493 
    494         float x = e.getX();
    495         float y = e.getY();
    496         
    497         switch (e.getAction()) {
    498             case MotionEvent.ACTION_MOVE:
    499     
    500                 float dx = x - mPreviousX;
    501                 float dy = y - mPreviousY;
    502     
    503                 // reverse direction of rotation above the mid-line
    504                 if (y &gt; getHeight() / 2) {
    505                   dx = dx * -1 ;
    506                 }
    507     
    508                 // reverse direction of rotation to left of the mid-line
    509                 if (x &lt; getWidth() / 2) {
    510                   dy = dy * -1 ;
    511                 }
    512               
    513                 mRenderer.mAngle += (dx + dy) * TOUCH_SCALE_FACTOR;
    514                 requestRender();
    515         }
    516 
    517         mPreviousX = x;
    518         mPreviousY = y;
    519         return true;
    520     } 
    521 </pre>
    522   <p class="note"><strong>Note:</strong> Touch events return pixel coordinates which <em>are not the
    523 same</em> as OpenGL coordinates. Touch coordinate [0,0] is the bottom-left of the screen and the
    524 highest value [max_X, max_Y] is the top-right corner of the screen. To match touch events to OpenGL
    525 graphic objects, you must translate touch coordinates into OpenGL coordinates.</p>
    526   </li>
    527   <li>Run the application and drag your finger or cursor around the screen to rotate the
    528 triangle.</li>
    529 </ol>
    530 <p>For another example of OpenGL touch event functionality, see <a
    531 href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/
    532 TouchRotateActivity.html">TouchRotateActivity</a>.</p>