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
hereand 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?