Re: [android-developers] OpenGL ES 2.0 Shader Access Client Memory
Hi Jonathan,
OpenGL specifically disallows you from specifying such implementation details like shared memory, though it may be possible through an obscure platform specific API. It sounds like vertex arrays do exactly what you need though, you specify a pointer in "client" memory which is read when you call glDraw*().
As for quads, if I remember correctly, quads are absent from OpenGL ES, however you can achieve the same effect by using four vertices and six indices in a triangle list. It's slightly less convenient, but not that bad.
Cheers,
Dan
On Apr 6, 2011 4:32 PM, "Jonathan" <Jonathan@minescape.ca> wrote:
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