First off, you've picked a difficult port for a beginner because GLTron is meant for OpenGL and not OpenGLES.
Yea, I guess I did. I knew that it was programmed for OpenGL, and not OpenGL ES, but I didn't really realize they weren't cross compatible. My only experience with any OpenGL at all, has been creating an FPS Demo under Windows using Visual Studio, so I am not a complete beginner, but I have no experience with OpenGL ES, and have never used CodeBlocks before this.
I may have 'bitten off more than I can chew' but I appreciate the thorough reply.
Reading over your response, I noticed you pointed me to two code repositories,
the first one, was obviously a OpenGL ES port for use under the Pandora device, and the other what appears as a more general OpenGL ES port for Android? I assumed that it was for Android since it says that it as tested on an mk808m (an Android powered minipc). But then it states that it was merged with the first code repository for Pandora that you listed earlier. Do they both rely on X11, and / or is there a reason to choose one release over the other? Sorry if this is a 'newbie' question, but I wanted to have this clear before doing anything else.
Follow all the directions on this GCW Wiki page first...
Yep, I did all of that earlier, but thanks for making sure.
I'm not sure how far I will attempt to continue this, as I was mainly going to try porting GLtron as a 'learning experience', I just didn't realize that it was going to be that difficult of a project to take on.
Thanks again.