diff options
Diffstat (limited to 'gl4java/awt/GLAnimCanvas.java')
-rw-r--r-- | gl4java/awt/GLAnimCanvas.java | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/gl4java/awt/GLAnimCanvas.java b/gl4java/awt/GLAnimCanvas.java index 6133e60..499b328 100644 --- a/gl4java/awt/GLAnimCanvas.java +++ b/gl4java/awt/GLAnimCanvas.java @@ -95,7 +95,7 @@ import java.lang.Math; * <p> * To use real fps settings, the following functions provides you to do so: * <pre> - <a href="GLAnimCanvas.html#setAnimateFps(double, int)">setAnimateFps</a> + <a href="GLAnimCanvas.html#setAnimateFps(double)">setAnimateFps</a> <a href="GLAnimCanvas.html#getMaxFps()">getMaxFps</a> * </pre> * Like the first animation run, this class renders a view frames (default 10) @@ -103,7 +103,9 @@ import java.lang.Math; * <p> * You should overwrite the following methods for your needs: * <pre> + <a href="GLCanvas.html#init()">preInit - initialisation before creating GLContext</a> <a href="GLAnimCanvas.html#init()">init - 1st initialisation</a> + <a href="GLCanvas.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a> <a href="GLAnimCanvas.html#display()">display - render one frame</a> <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize)</a> <a href="GLAnimCanvas.html#ReInit()">ReInit - ReInitialisation after stop for setSuspended(false)</a> |