That sounds promising! I have released 15 apps with OpenGL ES on Google play, so I am already familiar with binding textures and vertex data. I have however never worked with GLSL before. I plan to add the crossfade effect to the next version of my app "Morphing tunnels".
The code example on http://androidblog.reindustries.com/opengl-es-2-0-2d-shaders-series-001-basic-shaders/ <http://www.google.com/url?q=http%3A%2F%2Fandroidblog.reindustries.com%2Fopengl-es-2-0-2d-shaders-series-001-basic-shaders%2F&sa=D&sntz=1&usg=AFQjCNH9gWtnI7-7EGdvo8iEqWROonTn_w> is in regular OpenGL ES, but they write the GLSL code for the fragment shader as a String variable in the riGraphicTools class. You wrote "you probably won't get around coding shaders". Do you mean that I don't have to code the shader in GLSL? -- 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 --- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/d/optout.

