/**@class android.opengl.GLU
@extends java.lang.Object

 A set of GL utilities inspired by the OpenGL Utility Toolkit.

*/
var GLU = {

/**Return an error string from a GL or GLU error code.
@param {Number} error - a GL or GLU error code.
@return {String} the error string for the input error code, or NULL if the input
         was not a valid GL or GLU error code.
*/
gluErrorString : function(  ) {},

/**Define a viewing transformation in terms of an eye point, a center of
 view, and an up vector.
@param {Object {GL10}} gl a GL10 interface
@param {Number} eyeX eye point X
@param {Number} eyeY eye point Y
@param {Number} eyeZ eye point Z
@param {Number} centerX center of view X
@param {Number} centerY center of view Y
@param {Number} centerZ center of view Z
@param {Number} upX up vector X
@param {Number} upY up vector Y
@param {Number} upZ up vector Z
*/
gluLookAt : function(  ) {},

/**Set up a 2D orthographic projection matrix
@param {Object {GL10}} gl
@param {Number} left
@param {Number} right
@param {Number} bottom
@param {Number} top
*/
gluOrtho2D : function(  ) {},

/**Set up a perspective projection matrix
@param {Object {GL10}} gl a GL10 interface
@param {Number} fovy specifies the field of view angle, in degrees, in the Y
        direction.
@param {Number} aspect specifies the aspect ration that determins the field of
        view in the x direction. The aspect ratio is the ratio of x
        (width) to y (height).
@param {Number} zNear specifies the distance from the viewer to the near clipping
        plane (always positive).
@param {Number} zFar specifies the distance from the viewer to the far clipping
        plane (always positive).
*/
gluPerspective : function(  ) {},

/**Map object coordinates into window coordinates. gluProject transforms the
 specified object coordinates into window coordinates using model, proj,
 and view. The result is stored in win.
 <p>
 Note that you can use the OES_matrix_get extension, if present, to get
 the current modelView and projection matrices.
@param {Number} objX object coordinates X
@param {Number} objY object coordinates Y
@param {Number} objZ object coordinates Z
@param {Object {float[]}} model the current modelview matrix
@param {Number} modelOffset the offset into the model array where the modelview
        maxtrix data starts.
@param {Object {float[]}} project the current projection matrix
@param {Number} projectOffset the offset into the project array where the project
        matrix data starts.
@param {Object {int[]}} view the current view, {x, y, width, height}
@param {Number} viewOffset the offset into the view array where the view vector
        data starts.
@param {Object {float[]}} win the output vector {winX, winY, winZ}, that returns the
        computed window coordinates.
@param {Number} winOffset the offset into the win array where the win vector data
        starts.
@return {Number} A return value of GL_TRUE indicates success, a return value of
         GL_FALSE indicates failure.
*/
gluProject : function(  ) {},

/**Map window coordinates to object coordinates. gluUnProject maps the
 specified window coordinates into object coordinates using model, proj,
 and view. The result is stored in obj.
 <p>
 Note that you can use the OES_matrix_get extension, if present, to get
 the current modelView and projection matrices.
@param {Number} winX window coordinates X
@param {Number} winY window coordinates Y
@param {Number} winZ window coordinates Z
@param {Object {float[]}} model the current modelview matrix
@param {Number} modelOffset the offset into the model array where the modelview
        maxtrix data starts.
@param {Object {float[]}} project the current projection matrix
@param {Number} projectOffset the offset into the project array where the project
        matrix data starts.
@param {Object {int[]}} view the current view, {x, y, width, height}
@param {Number} viewOffset the offset into the view array where the view vector
        data starts.
@param {Object {float[]}} obj the output vector {objX, objY, objZ, objW}, that returns the
        computed homogeneous object coordinates.
@param {Number} objOffset the offset into the obj array where the obj vector data
        starts.
@return {Number} A return value of GL10.GL_TRUE indicates success, a return value
         of GL10.GL_FALSE indicates failure.
*/
gluUnProject : function(  ) {},


};