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Diffstat (limited to 'graphics/java/android/renderscript/ProgramVertex.java')
-rw-r--r--graphics/java/android/renderscript/ProgramVertex.java6
1 files changed, 3 insertions, 3 deletions
diff --git a/graphics/java/android/renderscript/ProgramVertex.java b/graphics/java/android/renderscript/ProgramVertex.java
index 50e32f6b810b..1c5a191ae205 100644
--- a/graphics/java/android/renderscript/ProgramVertex.java
+++ b/graphics/java/android/renderscript/ProgramVertex.java
@@ -16,9 +16,9 @@
/**
* @hide
- * <p>The Renderscript vertex program, also known as a vertex shader, describes a stage in
+ * <p>The RenderScript vertex program, also known as a vertex shader, describes a stage in
* the graphics pipeline responsible for manipulating geometric data in a user-defined way.
- * The object is constructed by providing the Renderscript system with the following data:</p>
+ * The object is constructed by providing the RenderScript system with the following data:</p>
* <ul>
* <li>Element describing its varying inputs or attributes</li>
* <li>GLSL shader string that defines the body of the program</li>
@@ -28,7 +28,7 @@
* <p>Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be used for
* all subsequent draw calls until you bind a new program. If the program has constant inputs,
* the user needs to bind an allocation containing those inputs. The allocation's type must match
- * the one provided during creation. The Renderscript library then does all the necessary plumbing
+ * the one provided during creation. The RenderScript library then does all the necessary plumbing
* to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal,
* and texture coordinates are matched by name between the input Element and the Mesh object being drawn.
* The signatures don't have to be exact or in any strict order. As long as the input name in the shader