donut snapshot
diff --git a/opengl/tests/lighting1709/Android.mk b/opengl/tests/lighting1709/Android.mk
new file mode 100644
index 0000000..9563e61
--- /dev/null
+++ b/opengl/tests/lighting1709/Android.mk
@@ -0,0 +1,11 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_MODULE_TAGS := tests
+
+LOCAL_SRC_FILES := $(call all-subdir-java-files)
+
+LOCAL_PACKAGE_NAME := LightingTest
+LOCAL_CERTIFICATE := platform
+
+include $(BUILD_PACKAGE)
diff --git a/opengl/tests/lighting1709/AndroidManifest.xml b/opengl/tests/lighting1709/AndroidManifest.xml
new file mode 100644
index 0000000..6c23d42
--- /dev/null
+++ b/opengl/tests/lighting1709/AndroidManifest.xml
@@ -0,0 +1,13 @@
+<manifest xmlns:android="http://schemas.android.com/apk/res/android"
+        package="com.android.lightingtest">
+
+    <application>
+        <activity android:name="ClearActivity" android:label="LightingTest">
+            <intent-filter>
+                <action android:name="android.intent.action.MAIN" />
+                <category android:name="android.intent.category.DEFAULT" />
+                <category android:name="android.intent.category.LAUNCHER" />
+            </intent-filter>
+        </activity>
+    </application>
+</manifest>
diff --git a/opengl/tests/lighting1709/src/com/android/lightingtest/ClearActivity.java b/opengl/tests/lighting1709/src/com/android/lightingtest/ClearActivity.java
new file mode 100644
index 0000000..3ae8c5c
--- /dev/null
+++ b/opengl/tests/lighting1709/src/com/android/lightingtest/ClearActivity.java
@@ -0,0 +1,174 @@
+/*
+ * Copyright (C) 2007 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package com.android.lightingtest;
+
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+
+import javax.microedition.khronos.egl.EGL10;
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.opengles.GL10;
+
+import android.app.Activity;
+import android.content.Context;
+import android.opengl.GLSurfaceView;
+import android.os.Bundle;
+import android.util.Log;
+import android.view.MotionEvent;
+
+public class ClearActivity extends Activity {
+    @Override
+    protected void onCreate(Bundle savedInstanceState) {
+        super.onCreate(savedInstanceState);
+        mGLView = new ClearGLSurfaceView(this);
+        setContentView(mGLView);
+    }
+
+    @Override
+    protected void onPause() {
+        super.onPause();
+        mGLView.onPause();
+    }
+
+    @Override
+    protected void onResume() {
+        super.onResume();
+        mGLView.onResume();
+    }
+    private GLSurfaceView mGLView;
+}
+
+class ClearGLSurfaceView extends GLSurfaceView {
+    public ClearGLSurfaceView(Context context) {
+        super(context);
+        mRenderer = new ClearRenderer();
+        setRenderer(mRenderer);
+    }
+
+    ClearRenderer mRenderer;
+}
+
+class ClearRenderer implements GLSurfaceView.Renderer {
+    public ClearRenderer() {
+    }
+
+    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
+        // Do nothing special.
+    }
+
+    public void onSurfaceChanged(GL10 gl, int w, int h) {
+        // Compute the projection matrix
+        gl.glMatrixMode(GL10.GL_PROJECTION);
+        gl.glLoadIdentity();
+
+        // Compute the boundaries of the frustum
+        float fl = (float) (-(w / 2)) / 288;
+        float fr = (float) (w / 2) / 288;
+        float ft = (float) (h / 2) / 288;
+        float fb = (float) (-(h / 2)) / 288;
+
+        // Set the view frustum
+        gl.glFrustumf(fl, fr, fb, ft, 1.0f, 2000.0f);
+
+        // Set the viewport dimensions
+        gl.glMatrixMode(GL10.GL_MODELVIEW);
+        gl.glLoadIdentity();
+        gl.glViewport(0, 0, w, h);
+    }
+
+    public void onDrawFrame(GL10 gl) {
+        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
+
+        final float lightOff[]        = {0.0f, 0.0f,  0.0f, 1.0f};
+        final float lightAmbient[]    = {5.0f, 0.0f,  0.0f, 1.0f};
+        final float lightDiffuse[]    = {0.0f, 2.0f,  0.0f, 0.0f};
+        final float lightPosSpot[]    = {0.0f, 0.0f, -8.0f, 1.0f};
+
+        final float pos[] = {
+                    -5.0f, -1.5f, 0.0f,
+                     0.0f, -1.5f, 0.0f,
+                     5.0f, -1.5f, 0.0f,
+                };
+        
+        final float v[] = new float[9];
+        ByteBuffer vbb = ByteBuffer.allocateDirect(v.length*4);
+        vbb.order(ByteOrder.nativeOrder());
+        FloatBuffer vb = vbb.asFloatBuffer();
+
+        gl.glDisable(GL10.GL_DITHER);
+
+        gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0);
+        gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0);
+        gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, lightOff, 0);
+        gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosSpot, 0);
+        gl.glEnable(GL10.GL_LIGHT0);
+        
+        gl.glEnable(GL10.GL_LIGHTING);
+
+
+        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
+        gl.glNormal3f(0, 0, 1);
+        
+
+        // draw first 3 triangles, without using transforms
+        for (int i=0 ; i<3 ; i++) {
+            v[0] = -1; v[1] =-1; v[2] = -10;
+            v[3] =  0; v[4] = 1; v[5] = -10;
+            v[6] =  1; v[7] =-1; v[8] = -10;
+            for (int j=0 ; j<3 ; j++) {
+                v[j*3+0] -= pos[i*3+0];
+                v[j*3+1] -= pos[i*3+1];
+                v[j*3+2] -= pos[i*3+2];
+            }
+            vb.put(v).position(0);
+            gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
+            gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
+        }
+        
+        // draw the 2nd batch this time with transforms
+        v[0] = -1; v[1] =-1; v[2] = -10;
+        v[3] =  0; v[4] = 1; v[5] = -10;
+        v[6] =  1; v[7] =-1; v[8] = -10;
+        vb.put(v).position(0);
+        gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
+
+        // draw lower left triangle
+        gl.glPushMatrix();
+        gl.glTranslatef(pos[0], pos[1], pos[2]);
+        gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
+        gl.glPopMatrix();
+
+        // draw lower middle triangle
+        gl.glPushMatrix();
+        gl.glTranslatef(pos[3], pos[4], pos[5]);
+        gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
+        gl.glPopMatrix();
+
+        // draw lower right triangle
+        gl.glPushMatrix();
+        gl.glTranslatef(pos[6], pos[7], pos[8]);
+        gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
+        gl.glPopMatrix();      
+    }
+
+    public int[] getConfigSpec() {
+        int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
+        return configSpec;      
+    }
+}
+