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authorSven Gothel <[email protected]>2011-09-18 00:12:33 +0200
committerSven Gothel <[email protected]>2011-09-18 00:12:33 +0200
commit2421ce2d3bfe169336c4009639e24e197908477f (patch)
treeea258e0246771b784e59ccd2a6c096abb1879e20 /doc/NEWT-Overview.html
parenta03eb2a9d9c480ac6eff3a53ba1d34f13e01f720 (diff)
html fixes
Diffstat (limited to 'doc/NEWT-Overview.html')
-rw-r--r--doc/NEWT-Overview.html6
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/NEWT-Overview.html b/doc/NEWT-Overview.html
index 430a81c0b..4f8f71870 100644
--- a/doc/NEWT-Overview.html
+++ b/doc/NEWT-Overview.html
@@ -78,18 +78,18 @@ This gives you fluent animation even for complex models.</p>
<p>
<a href="/deployment/jogamp-next/javadoc/jogl/javadoc/com/jogamp/newt/awt/NewtCanvasAWT.html">NewtCanvasAWT</a>,
-representing an AWT Canvas, allows you to hook a NEWT Window into it.<p/>
+representing an AWT Canvas, allows you to hook a NEWT Window into it.</p>
Since the NewtCanvasAWT is an AWT heavyweight Component, this gives you the ability hook NEWT into an AWT UI.<br/>
<p>
The implementation uses the AWT native JAWT API to reparent the NEWT Window natively into the AWT one<br/>
-and hence is even more compatible with JOGL&#8217;s GLCanvas implementation.<p/>
+and hence is even more compatible with JOGL&#8217;s GLCanvas implementation.</p>
<p>
This enables us to use both worlds, AWT/Swing UI and decoupled high performance rendering.</p>
<p>
<a href="http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/newt/parenting/TestParenting01cAWT.java;hb=HEAD">TestParenting01cAWT.java</a>
[<a href="http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/newt/parenting/TestParenting01cAWT.java;h=4477c3f8e8ebc43c91ea90a82af69a5bb0f38091;hb=HEAD">v2.0-rc3</a>]
-shows you how to add an GLWindow to an NewtCanvasAWT, which iself is added to an AWT Frame.</br>
+shows you how to add an GLWindow to an NewtCanvasAWT, which iself is added to an AWT Frame.<br/>
It also shows how the NewtCanvasAWT can be easily removed from the AWT Frame and placed into another AWT Container.<br/>
Since we use native reparenting, the native window resource keeps alive and hence your OpenGL application (GLEventListener)
is not being asked to dispose all resources.<br/>