I've just spent an hour or two trying to get this code work:
The shader, instead of getting a matrix filled with 0.25, gets same zeroes. However, when I set 3rd param of glUniformMatrix to "false" (that is, the data is non-transposed), everything works fine. I guess this is a driver bug? (I'm using a Tegra2-based device with Android 2.2)Code :float *tab = new float[16]; for (int i = 0; i < 16; i++) tab[i] = 0.25f; GLint uniformLocation = glGetUniformLocation(gProgram, "vvv"); glUniformMatrix4fv(uniformLocation, 1, true, tab); delete[] tab;



