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Re: Whats the correct way to handle OpenGL Extensions in Shader Source

Posted by elect on Mar 18, 2016; 11:43am
URL: https://forum.jogamp.org/Whats-the-correct-way-to-handle-OpenGL-Extensions-in-Shader-Source-tp4036517p4036519.html

Hi Pete,

I am used to put them after the glsl version, like here

and I never call defaultShaderCustomization()

I don't know if this may help

Ps: we are looking for help for documentation about jogl and android, could you help by writing a wiki or something similar about an hello triangle sample?