Commit 1ef49ed2 by olly Committed by Oliver Woodman

Fix broken Javadoc

PiperOrigin-RevId: 246728418
parent b53ac32b
...@@ -51,7 +51,7 @@ public final class GlUtil { ...@@ -51,7 +51,7 @@ public final class GlUtil {
} }
/** /**
* Builds a GL shader program from vertex & fragment shader code. * Builds a GL shader program from vertex and fragment shader code.
* *
* @param vertexCode GLES20 vertex shader program as arrays of strings. Strings are joined by * @param vertexCode GLES20 vertex shader program as arrays of strings. Strings are joined by
* adding a new line character in between each of them. * adding a new line character in between each of them.
...@@ -64,7 +64,7 @@ public final class GlUtil { ...@@ -64,7 +64,7 @@ public final class GlUtil {
} }
/** /**
* Builds a GL shader program from vertex & fragment shader code. * Builds a GL shader program from vertex and fragment shader code.
* *
* @param vertexCode GLES20 vertex shader program. * @param vertexCode GLES20 vertex shader program.
* @param fragmentCode GLES20 fragment shader program. * @param fragmentCode GLES20 fragment shader program.
......
...@@ -72,7 +72,7 @@ public final class CanvasRenderer { ...@@ -72,7 +72,7 @@ public final class CanvasRenderer {
"}" "}"
}; };
// The quad has 2 triangles built from 4 total vertices. Each vertex has 3 position & 2 texture // The quad has 2 triangles built from 4 total vertices. Each vertex has 3 position and 2 texture
// coordinates. // coordinates.
private static final int POSITION_COORDS_PER_VERTEX = 3; private static final int POSITION_COORDS_PER_VERTEX = 3;
private static final int TEXTURE_COORDS_PER_VERTEX = 2; private static final int TEXTURE_COORDS_PER_VERTEX = 2;
...@@ -253,8 +253,8 @@ public final class CanvasRenderer { ...@@ -253,8 +253,8 @@ public final class CanvasRenderer {
* Translates an orientation into pixel coordinates on the canvas. * Translates an orientation into pixel coordinates on the canvas.
* *
* <p>This is a minimal hit detection system that works for this quad because it has no model * <p>This is a minimal hit detection system that works for this quad because it has no model
* matrix. All the math is based on the fact that its size & distance are hard-coded into this * matrix. All the math is based on the fact that its size and distance are hard-coded into this
* class. For a more complex 3D mesh, a general bounding box & ray collision system would be * class. For a more complex 3D mesh, a general bounding box and ray collision system would be
* required. * required.
* *
* @param yaw Yaw of the orientation in radians. * @param yaw Yaw of the orientation in radians.
...@@ -287,7 +287,7 @@ public final class CanvasRenderer { ...@@ -287,7 +287,7 @@ public final class CanvasRenderer {
return null; return null;
} }
// Convert from the polar coordinates of the controller to the rectangular coordinates of the // Convert from the polar coordinates of the controller to the rectangular coordinates of the
// View. Note the negative yaw & pitch used to generate Android-compliant x & y coordinates. // View. Note the negative yaw and pitch used to generate Android-compliant x and y coordinates.
float clickXPixel = (float) (widthPixel - clickXUnit * widthPixel / widthUnit); float clickXPixel = (float) (widthPixel - clickXUnit * widthPixel / widthUnit);
float clickYPixel = (float) (heightPixel - clickYUnit * heightPixel / heightUnit); float clickYPixel = (float) (heightPixel - clickYUnit * heightPixel / heightUnit);
return new PointF(clickXPixel, clickYPixel); return new PointF(clickXPixel, clickYPixel);
......
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