OpenGL-ES

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* OpenGL-1.0 application works with OpenGL-2.0 but not opposite
* OpenGL-1.0 application works with OpenGL-2.0 but not opposite
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* OpenGL-1.0 application is possible to port to OpenGL-ES2.0 but needs work if it is using some of removed API's
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* OpenGL-1.0 application is possible to port to OpenGL-ES1.0 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
* 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.
* Porting OpenGL1.0 or OpenGL-ES1.0 applications to OpenGL-ES2.0 needs lot of rewrite to use programable shaders.

Revision as of 13:13, 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-ES1.0 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.