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+------------------------------------------------------------------------

+San Angeles Observation OpenGL ES version example

+Copyright 2004-2005 Jetro Lauha

+Web: http://iki.fi/jetro/

+See file license.txt for licensing information.

+------------------------------------------------------------------------

+

+This is an OpenGL ES port of the small self-running demonstration

+called "San Angeles Observation", which was first presented in the

+Assembly'2004 event. It won the first place in the 4 KB intro

+competition category.

+

+The demonstration features a sightseeing of a futuristic city

+having many different kind of buildings and items. Everything is

+flat shaded with three different lights.

+

+The original version was made for desktop with OpenGL. It was

+naturally heavily size optimized in order to fit it in the size

+limit. For this OpenGL ES version example much of the code is

+cleaned up and the sound is removed. Also detail level is lowered,

+although it still contains over 60000 faces.

+

+The Win32 (2000/XP) binary package of original version is

+available from this address: http://jet.ro/files/angeles.zip

+

+First version of this OpenGL ES port was submitted to the Khronos

+OpenGL ES Coding Challenge held in 2004-2005.

+

+As a code example, this source shows the following:

+  * How to create a minimal and portable ad hoc framework

+    for small testing/demonstration programs. This framework

+    compiles for both desktop and PocketPC Win32 environment,

+    and a separate source is included for Linux with X11.

+  * How to dynamically find and use the OpenGL ES DLL or

+    shared object, so that the library is not needed at

+    the compile/link stage.

+  * How to use the basic features of OpenGL ES 1.0/1.1

+    Common Lite, such as vertex arrays, color arrays and

+    lighting.

+  * How to create a self contained small demonstration

+    application with objects generated using procedural

+    algorithms.

+

+As the original version was optimized for size instead of

+performance, that holds true for this OpenGL ES version as

+well. Thus the performance could be significantly increased,

+for example by changing the code to use glDrawElements

+instead of glDrawArrays. The code uses only OpenGL ES 1.0

+Common Lite -level function calls without any extensions.

+

+The reference OpenGL ES implementations used for this application:

+  * Hybrid's OpenGL ES API Implementation (Gerbera) version 2.0.4

+    Prebuilt Win32 PC executable: SanOGLES-Gerbera.exe

+  * PowerVR MBX SDK, OpenGL ES Windows PC Emulation version 1.04.14.0170

+    Prebuilt Win32 PC executable: SanOGLES-PVRSDK.exe

+

+Note that DISABLE_IMPORTGL preprocessor macro can be used

+to specify not to use dynamic runtime binding of the library.

+You also need to define preprocessor macro PVRSDK to compile

+the source with PowerVR OpenGL ES SDK.

+

+The demo application is briefly tested with a few other OpenGL ES

+implementations as well (e.g. Vincent, GLESonGL on Linux, Dell

+Axim X50v). Most of these other implementations rendered the demo

+erroneously in some aspect. This may indicate that the demo source

+could still have some work to do with compatibility and correct

+API usage, although the non-conforming implementations are most

+probably unfinished as well.

+

+Thanks and Acknowledgements:

+

+* Toni Lönnberg (!Cube) created the music for original version, which

+  is not featured in this OpenGL ES port.

+* Sara Kapli (st Rana) for additional camera work.

+* Paul Bourke for information about the supershapes.

+

+------------------------------------------------------------------------