You can do lots of interesting tricks with memory with shaders,
particularly pixel shaders.  Many implementations put all types of
wild data into textures that aren't images and access that with a
swizzle in the pixel shader as whatever 32 bit values they needed.

You need to learn GLES2 to understand better.  You can basically only
pass uniforms, vertex attributes and texture samplers to shaders.
Everything you can do must be through that API.

Yes you can draw a quad from 4 verts.  You just need to either do 2
indexes triangles if drawing multiple 4-vert quads in one draw batch
or you can do it as a single draw using trianglefan or trianglestrip.

On Apr 5, 3:19 pm, Jonathan <jonat...@minescape.ca> wrote:
> From what I understand, the GPU in Android devices uses shared memory->RAM. 
> So I'm thinking it must be possible to have a shader access
>
> client memory directly.
>
> The ideal would be to be able to pass an array pointer to the shader
> and be able to access a value in that array using that pointer, in the
> shader. If this is not possible I would still like to know the best
> way of doing something like this.
>
> (I also have another small question: would it be possible to draw a
> quad from only 4 vertices in OpenGL ES 2.0?)

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