They aren't Android specific, but the Sun and Khronos sites have
documentation on that method:

http://java.sun.com/javame/reference/apis/jsr239/javax/microedition/khronos/opengles/GL10.html#glDrawElements%28int,%20int,%20int,%20java.nio.Buffer%29
http://khronos.org/opengles/documentation/opengles1_0/html/glDrawElements.html

From:
http://java.sun.com/javame/reference/apis/jsr239/
http://khronos.org/opengles/documentation/opengles1_0/html/index.html

Again, OpenGL in general, but this book had some good information re
using OpenGL:
Mobile 3D Graphics: with OpenGL ES and M3G (The Morgan Kaufmann Series
in Computer Graphics)
http://www.amazon.com/Mobile-3D-Graphics-Kaufmann-ebook/dp/B0019O10IW

It often covered things that basic lessons and tutorials didn't, like:
"Similar primitives should be batched as much as possible, i.e., they
should be put into the same array. It is much faster to draw one array
of a hundred triangles than fifty arrays of two triangles each. This
becomes even more important if parts of the scene use different
materials and textures-combining primitives that share the same state,
e.g., texture maps, can produce considerable savings as the state
changes are often quite costly."

On Jan 22, 12:37 pm, Greg Donald <[email protected]> wrote:
> On Fri, Jan 22, 2010 at 10:58 AM, Tim Hansen
>
> <[email protected]> wrote:
> > But guys, OpenGL ES 1.0 was only released in 2003.
>
> The point is Kronos has deprecated ES 1.0 and Android's API for it is
> undocumented:
>
> http://developer.android.com/intl/fr/reference/android/opengl/package...
>
> Is this list my best option for when I have problems with glDrawElements() ?
>
> I mean, this isn't any help:
>
> http://developer.android.com/intl/fr/reference/android/opengl/GLES10....
>
> Where is the Android + OpenGL ES 1.0 book?  I'd happily purchase it if
> I could find it.
>
> --
> Greg Donald
> destiney.com | gregdonald.com

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