![]() ![]() (Regular OpenGL has done the same thing beginning with version 3.1.)įurther info, including full reference documentation is available, as always, at. Instead, all this must be implemented via shader programs. Shall I use OpenGL and restrict myself to the subset (and constraints) covered by OpenGL ES 2.0, or shall I use an OpenGL ES 2.0 ‘emulator’ E.g., there seems to be the ‘Angles’ project mentioned in c++ - Getting started with OpenGL ES 2.0 on Windows - Stack Overflow and OpenGL ES 2. x, because it drops support for the fixed-function pipeline completely: no coordinate transforms, materials or lighting calls are supported. However, it is backward-incompatible with OpenGL ES 1. OpenGL ES 2.0 adds support for shaders corresponding to OpenGL 2.0. Android GLES 2.0) there is no OpenGL error queue storage, only last error is stored. ES adds the option to specify coordinates etc as fixed-point values (calls with an x suffix) instead of floating-point ( f suffix).No support for polygons other than triangles.No Begin/ End grouping and associated calls for individually specifying vertex info: instead, you must use the xxx Pointer calls to pass entire buffers of coordinates at a time, and then draw them with DrawArrays (selecting contiguous subarrays) or DrawElements (selecting individual array elements by index).OpenGL ES differs from regular OpenGL in the following main ways: ![]() For example, it is available as standard on smartphones running both Apple’s IOS and Google’s Android operating system. It slims down the rather large OpenGL API to the bare essentials, so that it can be implemented on devices with simpler, cheaper hardware, and above all, low enough power requirements to run on batteries. ![]() OpenGL ES is an “embeddable subset” of OpenGL. ![]()
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