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

Posted by Pete on Mar 18, 2016; 12:37pm
URL: https://forum.jogamp.org/Whats-the-correct-way-to-handle-OpenGL-Extensions-in-Shader-Source-tp4036517p4036522.html

My starting point for JOGL Android was based on this wiki https://jogamp.org/wiki/index.php/Maven_And_Android as fortunately I was already running an Eclipse / Maven setup at the time, I've moved onto Netbeans now but the setup is all the same under Maven.

Though one issue I've had is that I've had to stick to jogl v2.3.1 as initially upping to v2.3.2 meant my android app no longer had the native libs within it - time restrictions have meant I've not been able to look into the cause of that yet.