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authorAurimas Liutikas <aurimas@google.com>2016-06-07 16:10:40 -0700
committerAurimas Liutikas <aurimas@google.com>2016-06-07 16:10:40 -0700
commit35ff3b3e9dfd99fda201776591d254b54174678f (patch)
tree42512568e908a47351ed4e6dd5ecfc2bc3152c02 /opengl
parente7991045ddb0e761319611674a664e2118a0c630 (diff)
Correct spelling error in GLSurfaceView.
Bug: https://code.google.com/p/android/issues/detail?id=56762 Change-Id: I55f8000a6f29172dadd99221ad5ffe3789a3500a
Diffstat (limited to 'opengl')
-rw-r--r--opengl/java/android/opengl/GLSurfaceView.java2
1 files changed, 1 insertions, 1 deletions
diff --git a/opengl/java/android/opengl/GLSurfaceView.java b/opengl/java/android/opengl/GLSurfaceView.java
index 38ed9321653d..590af068e29c 100644
--- a/opengl/java/android/opengl/GLSurfaceView.java
+++ b/opengl/java/android/opengl/GLSurfaceView.java
@@ -91,7 +91,7 @@ import android.view.SurfaceView;
* <p>
* <h4>Choosing an EGL Configuration</h4>
* A given Android device may support multiple EGLConfig rendering configurations.
- * The available configurations may differ in how may channels of data are present, as
+ * The available configurations may differ in how many channels of data are present, as
* well as how many bits are allocated to each channel. Therefore, the first thing
* GLSurfaceView has to do when starting to render is choose what EGLConfig to use.
* <p>