Thanks. This is pretty much what I did…
int intensity_Handle; intensity_Handle = GLES20.glGetUniformLocation(mProgram, "intensity"); GLES20.glUniform1f(intensity_Handle, 0.5f); Seems to work. On Tuesday, December 11, 2012 3:03:14 PM UTC-6, Romain Guy (Google) wrote: > > No, you have to bind the value from your code. > On Dec 11, 2012 12:52 PM, "bob" <[email protected] <javascript:>> > wrote: > >> Anyone know if there is a way to give uniform variables an initial value >> in an Android OpenGL shader? >> >> >> Thanks. >> >> >> -- >> You received this message because you are subscribed to the Google >> Groups "Android Developers" group. >> To post to this group, send email to >> [email protected]<javascript:> >> To unsubscribe from this group, send email to >> [email protected] <javascript:> >> For more options, visit this group at >> http://groups.google.com/group/android-developers?hl=en > > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

