Working with NDK here.

How are perspective correct projection supposed to occur in es 2.0. I
can currently draw my geometry to the screen, but it is not getting
transformed to 2d.

Is there some sort of way of getting meaningful compiler errors out of
the shader compiler?

Is there a android specific reference to glsl support on it?

Am I even supposed to be doing projections in my glsl?

I was using "hello-gl2" as a baseline, and then modified it to load
additional geometry, which is rendering correctly although flat,
without any translation or projection. Any advice on translation/
projection is appreciated too, since it seems that all of that has
disappeared from es2.0.

I've got a opengl 1.1 live screensaver that I've developed that I want
to work on porting critical sections to NDK and es2.0, so any advice
on porting gl11 to gl20 is appreciated.

-- 
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

Reply via email to