Quote Originally Posted by Hank Finley View Post
and when I pass the shader the mPointSize buffer, is that correct?
Code :
// Pass in the texture coordinate information
GLES20.glVertexAttribPointer(mPointSizeHandle, mVec2DataSize, GLES20.GL_FLOAT, false, 0, mPointSize); //Error code gets sent back after this line.
Is the point size a uniform or an attribute? The last posted version of the GLSL code has it as a uniform, but the application is treating it as an attribute. If it is an attribute, then it needs to be specified per-vertex.