OpenGL-ES
(New page: Category:Development == OpenGL-ES wiki placeholder == Maemo OpenGL-ES documentation appears here soon) |
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- | == OpenGL-ES | + | == OpenGL-ES == |
- | Maemo OpenGL-ES | + | Maemo OpenGL-ES |
+ | |||
+ | |||
+ | === Books about OpenGL-ES === | ||
+ | |||
+ | * [http://www.amazon.com/Mobile-3D-Graphics-Kaufmann-Computer/dp/0123737273/ref=sr_1_1?ie=UTF8&s=books&qid=1235944663&sr=8-1 Mobile 3D graphics with OpenGL-ES and M3G"] | ||
+ | * [http://www.amazon.com/OpenGL-ES-2-0-Programming-Guide/dp/0321502795/ref=sr_1_1?ie=UTF8&s=books&qid=1235944783&sr=1-1 OpenGL ES 2.0 programming guide] | ||
+ | |||
+ | === Imagination Technologies SDK === | ||
+ | |||
+ | * [http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp OpenGL-ES SDK] | ||
+ | |||
+ | |||
+ | === OpenGL variants === | ||
+ | * OpenGL-1.0 has fixed shaders and fixed API to using them | ||
+ | * OpenGL-2.0 adds programable shaders but fixed pipeline api is still there for backward compatibility | ||
+ | |||
+ | * OpenGL-ES1.0 is OpenGL-1.0 with lot of "syntactic sugar". extra redundant API's removed and fractional integer API added | ||
+ | * OpenGL-ES2.0 is OpenGL-2.0 using programable shaders is mandatory, all old fixed pipeline API's removed | ||
+ | |||
+ | === Porting between openGL variants === | ||
+ | |||
+ | * OpenGL-1.0 application works with OpenGL-2.0 but not opposite | ||
+ | * OpenGL-1.0 application is possible to port to OpenGL-ES2.0 but needs work if it is using some of removed API's | ||
+ | * OpenGL-2.0 application that uses programable shaders is possible to port OpenGL-ES2.0 but may need so me work | ||
+ | * Porting OpenGL1.0 or OpenGL-ES1.0 applications to OpenGL-ES2.0 needs lot of rewrite to use programable shaders. |
Revision as of 12:56, 23 March 2009
Contents |
OpenGL-ES
Maemo OpenGL-ES
Books about OpenGL-ES
Imagination Technologies SDK
OpenGL variants
- OpenGL-1.0 has fixed shaders and fixed API to using them
- OpenGL-2.0 adds programable shaders but fixed pipeline api is still there for backward compatibility
- OpenGL-ES1.0 is OpenGL-1.0 with lot of "syntactic sugar". extra redundant API's removed and fractional integer API added
- OpenGL-ES2.0 is OpenGL-2.0 using programable shaders is mandatory, all old fixed pipeline API's removed
Porting between openGL variants
- OpenGL-1.0 application works with OpenGL-2.0 but not opposite
- OpenGL-1.0 application is possible to port to OpenGL-ES2.0 but needs work if it is using some of removed API's
- OpenGL-2.0 application that uses programable shaders is possible to port OpenGL-ES2.0 but may need so me work
- Porting OpenGL1.0 or OpenGL-ES1.0 applications to OpenGL-ES2.0 needs lot of rewrite to use programable shaders.