I'll take your word on that one, since I haven't had time to look at
at that thoroughly myself yet; but I do know that a genuine "must
read" is The Orange Book, which is downloadable in an earlier edition
from 
http://wiki.labomedia.org/images/1/10/Orange_Book_-_OpenGL_Shading_Language_2nd_Edition.pdf
or you can buy the latest from Amazon.

This book has the best explanation I have ever seen of the
programmable pipeline in OpenGL 2.0. Unfortunately, it is all about
OpenGL rather than OpenGL ES, but such is true of most of the
reference this thread has shown to date. Then again, the basic
concepts are best explained in books like this one, then you can rely
on the "difference specification" from Khronos to learn to apply it to
OpenGL ES.

On Dec 26, 10:26 pm, bob <b...@coolfone.comze.com> wrote:
> On Dec 26, 8:52 am, the_edge123 <theedge...@gmail.com> wrote:
>
> > On Dec 26, 11:05 am, bob <b...@coolfone.comze.com> wrote:> What is the best 
> > way to learn OpenGL ES 2.0 for Android?
>
> > What kind of tutorial are you looking for ? are you a beginner ?
> > What did you already find ?
>
> This is really good too:
>
> http://en.wikibooks.org/wiki/GLSL_Programming/Vector_and_Matrix_Opera...
>
> Plus, I wrote my own shader:
>
>     private final String mFragmentShader =
>         "precision mediump float;\n" +
>         "varying vec2 vTextureCoord;\n" +
>         "uniform sampler2D sTexture;\n" +
>         "void main() {\n" +
>         "vec2 center = vec2(0.5,0.5);\n" +
>         "float intensity = 1.0 - distance(vTextureCoord,center);\n" +
>         "  gl_FragColor = texture2D(sTexture, vTextureCoord) *
> vec4(0.0, 1.0, 0.0, 1.0) * intensity;\n" +
>         "}\n";
>
> Here's a pic of it:
>
> http://i1190.photobucket.com/albums/z449/m75214/122711002015.jpg

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