Well I already tried that:
// Setup
// Globals
float top = .3;
float scale_texcoord = 1.f;
vTxCoords_.push_back(vec4<float>( -1.0f , -1.0f ,0.0f,1.0f));
vTxCoords_.push_back(vec4<float>( -1.0f , 1.0f ,0.0f,1.0f));
vTxCoords_.push_back(vec4<float>( 1.0f , 1.0f ,0.0f,1.0f));
vTxCoords_.push_back(vec4<float>( 1.0f , -1.0f ,0.0f,1.0f));
SetPoints( vec3<float>( -1.0f , -1.0f, 0.0f), // BottomLeft,
vec3<float>( -1.0f , 1.0f, 0.0f), // TopLeft,
vec3<float>( 1.0f , 1.0f, 0.0f), // TopRight,
vec3<float>( 1.0f , -1.0f, 0.0f) );// BottomRight
Face s;
s.uIndex[0] = 0; s.uIndex[1] = 1; s.uIndex[2] = 3;
pGeo->vFaces.push_back(s);
s.uIndex[0] = 3; s.uIndex[1] = 2; s.uIndex[2] = 1;
pGeo->vFaces.push_back(s);
uiDrawFacesStartPos = 0;
uiDrawFacesEndPos = pGeo->vFaces.size();
//Draw
... Get/Set the attributes
unsigned int *ptr = &pGeo->vFaces[ uiDrawFacesStartPos ].uIndex[ 0 ];
unsigned int sz = (unsigned int)( uiDrawFacesEndPos - uiDrawFacesStartPos ) *3;
glDrawElements( GL_TRIANGLES, sz, GL_UNSIGNED_INT, ptr );
// Update Func
unsigned char keys[256];
GetKeyboardState( keys );
if( keys['1'] & 0x80 )
{
top += .05;
}
if( keys['2'] & 0x80 )
{
top -= .05;
}
float tx = scale_texcoord * top;
// Frist Triangle
pGeo->vGSVerts[0] = vec3<f32>(-1.0f , -1.0f, 0.0f);
pGeo->vGSVerts[1] = vec3<f32>(-top,1,0);
pGeo->vGSVerts[2] = vec3<f32>( top,1,0);
pGeo->vGSVerts[3] = vec3<f32>(1.0f , -1.0f, 0.0f);
vTxCoords_[1].x = -tx;
vTxCoords_[1].y = tx;
vTxCoords_[1].z = 0;
vTxCoords_[1].w = tx;
vTxCoords_[2].x = tx;
vTxCoords_[2].y = tx;
vTxCoords_[2].z = 0;
vTxCoords_[2].w = tx;
the above code does exactly the same as the tutorial.
you can see on the attachment the result I got.
I have noticed that GL_PERSPECTIVE_CORRECTION_HINT is not available at ES.
maybe its the way I'm drawing may tri's ?