aboutsummaryrefslogtreecommitdiffstats
path: root/gl4java/awt/GLAnimCanvas.java
diff options
context:
space:
mode:
Diffstat (limited to 'gl4java/awt/GLAnimCanvas.java')
-rw-r--r--gl4java/awt/GLAnimCanvas.java4
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>